Doc fixes
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3 changed files with 8 additions and 7 deletions
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@ -15,7 +15,7 @@ shooter_camera_height (Camera height used for raycasting) float 1.5
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[shooter_crossbow]
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[shooter_crossbow]
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shooter_crossbow_uses (Number of crossbow uses) int 5
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shooter_crossbow_uses (Number of crossbow uses) int 50
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shooter_arrow_lifetime (Arrow exipiry time in seconds) int 180
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shooter_arrow_lifetime (Arrow exipiry time in seconds) int 180
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shooter_arrow_fleshy (Arrow 'fleshy' damage level) float 2
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shooter_arrow_fleshy (Arrow 'fleshy' damage level) float 2
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shooter_arrow_object_attach (Experimental, attach arrows to objects when hit) bool false
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shooter_arrow_object_attach (Experimental, attach arrows to objects when hit) bool false
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@ -121,18 +121,19 @@ API Documentation
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* `shooter.play_node_sound(node, pos)`: Plays the registered 'dug' sound for the node at `pos`
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* `shooter.play_node_sound(node, pos)`: Plays the registered 'dug' sound for the node at `pos`
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* `shooter.is_valid_object(object)`: Returns `true` if the object can be damaged
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* `shooter.is_valid_object(object)`: Returns `true` if the object can be damaged
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* `shooter.punch_node(pos, spec)`: Punches the node at `pos` with the `spec` group capabilities
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* `shooter.punch_node(pos, spec)`: Punches the node at `pos` with the `spec` group capabilities
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* Returns `true` if the node was destroyed
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* `shooter.punch_object(object, tool_caps, dir, on_blast)`: Punches the object
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* `shooter.punch_object(object, tool_caps, dir, on_blast)`: Punches the object
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* Returns `true` if the object is damaged
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* Returns `true` if the object is damaged
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* `object`: Object to punched, not checked for validity!
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* `object`: Object to be punched, not checked for validity!
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* `tool_caps`: Tool capabilities of the weapon uesd -- See "Weapon Definition"
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* `tool_caps`: Tool capabilities of the weapon uesd -- See "Weapon Definition"
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* `dir`: Unit vector pointing from the source of the punch to the object
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* `dir`: Unit vector pointing from the source of the punch to the object, may be `nil`
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* `on_blast`: Respect entity `on_blast` damage callback
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* `on_blast`: Respect entity `on_blast` damage callback
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* `shooter.fire_weapon(player, itemstack, spec)`: Adds a 'round' with `spec` to the processing que
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* `shooter.fire_weapon(player, itemstack, spec)`: Adds a 'round' with `spec` to the processing que
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* `shooter.blast(pos, radius, fleshy, distance, user)`: Create explosion at `pos`
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* `shooter.blast(pos, radius, fleshy, distance, user)`: Create explosion at `pos`
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* `radius`: Blast radius in nodes
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* `radius`: Blast radius in nodes
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* `fleshy`: Damage to inflict on fleshy objects: `(fleshy * 0.5 ^ distance) * 2`
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* `fleshy`: Damage to inflict on fleshy objects: `(fleshy * 0.5 ^ distance) * 2`
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* `distance`: Area of effect for objects
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* `distance`: Area of effect for objects
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* `user`: A player reference, used for protection and object damage
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* `user`: A player reference, used for protection
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* `shooter.get_shooting(name)`: Returns `true` if player `name` is holding the left mouse button or `nil`
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* `shooter.get_shooting(name)`: Returns `true` if player `name` is holding the left mouse button or `nil`
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* Requires `shooter_automatic_weapons` to be set `true`
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* Requires `shooter_automatic_weapons` to be set `true`
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* `shooter.set_shooting(name, is_shooting)`: Sets the left mouse button status of player `name`
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* `shooter.set_shooting(name, is_shooting)`: Sets the left mouse button status of player `name`
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@ -158,11 +159,11 @@ Used by `shooter.register_weapon`
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-- May be used for arbitary shot effects like knock-back, etc.
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-- May be used for arbitary shot effects like knock-back, etc.
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-- Return `true` to override built-in damage effects
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-- Return `true` to override built-in damage effects
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-- `pointed_thing`: Returned by `minetest.raycast()`
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-- `pointed_thing`: Returned by `minetest.raycast()`
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-- `spec`: Gunspec of the weapon used including addition fields
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-- `spec`: Gunspec of the weapon used including some addition fields
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-- `name`: Name of the weapon item, eg. `shooter_guns:rifle`
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-- `name`: Name of the weapon item, eg. `shooter_guns:rifle`
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-- `user`: Name of the player that fired the weapon
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-- `user`: Name of the player that fired the weapon
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-- `origin`: Initial starting position of the shot
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-- `origin`: Initial starting position of the shot
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-- `dir`: Unit vector direction of the virtual shot before impact
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-- `dir`: Unit vector direction of the virtual shot
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end,
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end,
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spec = {
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spec = {
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-- Weapon specifications
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-- Weapon specifications
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