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SFENCE 2025-06-09 19:09:16 +02:00
parent 1df282c635
commit 0b423bdb22
7 changed files with 19 additions and 21 deletions

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@ -7849,12 +7849,12 @@ Global tables
* Values in this table may be modified directly.
Note: changes to initial properties will only affect entities spawned afterwards,
as they are only read when spawning.
* `core.object_refs`
* Map of active object references, indexed by active object id
* Obsolete: Use `core.objects_by_guid` instead.
GUIDs are strictly more useful than active object IDs.
* `core.objects_by_guid`
* Map of active object references, indexed by object GUID
* `core.object_refs`
* **Obsolete:** Use `core.objects_by_guid` instead.
GUIDs are strictly more useful than active object IDs.
* Map of active object references, indexed by active object id
* `core.luaentities`
* Map of Lua entities, indexed by active object id
* `core.registered_abms`
@ -8555,10 +8555,10 @@ child will follow movement and rotation of that bone.
* `get_guid()`: returns a global unique identifier (a string)
* For players, this is a player name.
* For Lua entities, this is a uniquely generated string, guaranteed not to collide with player names.
* Example: `@bGh3p2AbRE29Mb4biqX6OA`
* example: `@bGh3p2AbRE29Mb4biqX6OA`
* GUIDs only use printable ASCII characters.
* GUIDs are persisted internally between object reloads; their format is guaranteed not to change.
Thus you can store GUIDs to identify objects persistently.
* GUIDs persist internally between object reloads; their format is guaranteed not to change.
Thus you can use the GUID to identify an object in a particular world online nad offline.
#### Lua entity only (no-op for other objects)