Doc fixes

This commit is contained in:
stujones11 2019-03-24 14:40:31 +00:00
parent ae2bb7fd6b
commit 70dac6ef64
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
[shooter_crossbow] [shooter_crossbow]
shooter_crossbow_uses (Number of crossbow uses) int 5 shooter_crossbow_uses (Number of crossbow uses) int 50
shooter_arrow_lifetime (Arrow exipiry time in seconds) int 180 shooter_arrow_lifetime (Arrow exipiry time in seconds) int 180
shooter_arrow_fleshy (Arrow 'fleshy' damage level) float 2 shooter_arrow_fleshy (Arrow 'fleshy' damage level) float 2
shooter_arrow_object_attach (Experimental, attach arrows to objects when hit) bool false shooter_arrow_object_attach (Experimental, attach arrows to objects when hit) bool false

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@ -121,18 +121,19 @@ API Documentation
* `shooter.play_node_sound(node, pos)`: Plays the registered 'dug' sound for the node at `pos` * `shooter.play_node_sound(node, pos)`: Plays the registered 'dug' sound for the node at `pos`
* `shooter.is_valid_object(object)`: Returns `true` if the object can be damaged * `shooter.is_valid_object(object)`: Returns `true` if the object can be damaged
* `shooter.punch_node(pos, spec)`: Punches the node at `pos` with the `spec` group capabilities * `shooter.punch_node(pos, spec)`: Punches the node at `pos` with the `spec` group capabilities
* Returns `true` if the node was destroyed
* `shooter.punch_object(object, tool_caps, dir, on_blast)`: Punches the object * `shooter.punch_object(object, tool_caps, dir, on_blast)`: Punches the object
* Returns `true` if the object is damaged * Returns `true` if the object is damaged
* `object`: Object to punched, not checked for validity! * `object`: Object to be punched, not checked for validity!
* `tool_caps`: Tool capabilities of the weapon uesd -- See "Weapon Definition" * `tool_caps`: Tool capabilities of the weapon uesd -- See "Weapon Definition"
* `dir`: Unit vector pointing from the source of the punch to the object * `dir`: Unit vector pointing from the source of the punch to the object, may be `nil`
* `on_blast`: Respect entity `on_blast` damage callback * `on_blast`: Respect entity `on_blast` damage callback
* `shooter.fire_weapon(player, itemstack, spec)`: Adds a 'round' with `spec` to the processing que * `shooter.fire_weapon(player, itemstack, spec)`: Adds a 'round' with `spec` to the processing que
* `shooter.blast(pos, radius, fleshy, distance, user)`: Create explosion at `pos` * `shooter.blast(pos, radius, fleshy, distance, user)`: Create explosion at `pos`
* `radius`: Blast radius in nodes * `radius`: Blast radius in nodes
* `fleshy`: Damage to inflict on fleshy objects: `(fleshy * 0.5 ^ distance) * 2` * `fleshy`: Damage to inflict on fleshy objects: `(fleshy * 0.5 ^ distance) * 2`
* `distance`: Area of effect for objects * `distance`: Area of effect for objects
* `user`: A player reference, used for protection and object damage * `user`: A player reference, used for protection
* `shooter.get_shooting(name)`: Returns `true` if player `name` is holding the left mouse button or `nil` * `shooter.get_shooting(name)`: Returns `true` if player `name` is holding the left mouse button or `nil`
* Requires `shooter_automatic_weapons` to be set `true` * Requires `shooter_automatic_weapons` to be set `true`
* `shooter.set_shooting(name, is_shooting)`: Sets the left mouse button status of player `name` * `shooter.set_shooting(name, is_shooting)`: Sets the left mouse button status of player `name`
@ -158,11 +159,11 @@ Used by `shooter.register_weapon`
-- May be used for arbitary shot effects like knock-back, etc. -- May be used for arbitary shot effects like knock-back, etc.
-- Return `true` to override built-in damage effects -- Return `true` to override built-in damage effects
-- `pointed_thing`: Returned by `minetest.raycast()` -- `pointed_thing`: Returned by `minetest.raycast()`
-- `spec`: Gunspec of the weapon used including addition fields -- `spec`: Gunspec of the weapon used including some addition fields
-- `name`: Name of the weapon item, eg. `shooter_guns:rifle` -- `name`: Name of the weapon item, eg. `shooter_guns:rifle`
-- `user`: Name of the player that fired the weapon -- `user`: Name of the player that fired the weapon
-- `origin`: Initial starting position of the shot -- `origin`: Initial starting position of the shot
-- `dir`: Unit vector direction of the virtual shot before impact -- `dir`: Unit vector direction of the virtual shot
end, end,
spec = { spec = {
-- Weapon specifications -- Weapon specifications
@ -183,7 +184,7 @@ Used by `shooter.register_weapon`
crumbly = 3, crumbly = 3,
choppy = 3, choppy = 3,
fleshy = 2, fleshy = 2,
oddly_breakable_by_hand=2 oddly_breakable_by_hand = 2
}, },
sounds = { sounds = {
-- Sound files (defaults) -- Sound files (defaults)

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