Rename ObjectRef methods to be consistent and predictable
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@@ -2788,9 +2788,9 @@ This is basically a reference to a C++ `ServerActiveObject`
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#### Methods
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* `remove()`: remove object (after returning from Lua)
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* Note: Doesn't work on players, use minetest.kick_player instead
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* `getpos()`: returns `{x=num, y=num, z=num}`
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* `setpos(pos)`; `pos`=`{x=num, y=num, z=num}`
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* `moveto(pos, continuous=false)`: interpolated move
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* `get_pos()`: returns `{x=num, y=num, z=num}`
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* `set_pos(pos)`; `pos`=`{x=num, y=num, z=num}`
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* `move_to(pos, continuous=false)`: interpolated move
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* `punch(puncher, time_from_last_punch, tool_capabilities, direction)`
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* `puncher` = another `ObjectRef`,
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* `time_from_last_punch` = time since last punch action of the puncher
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@@ -2836,14 +2836,14 @@ This is basically a reference to a C++ `ServerActiveObject`
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}
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##### LuaEntitySAO-only (no-op for other objects)
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* `setvelocity({x=num, y=num, z=num})`
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* `getvelocity()`: returns `{x=num, y=num, z=num}`
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* `setacceleration({x=num, y=num, z=num})`
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* `getacceleration()`: returns `{x=num, y=num, z=num}`
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* `setyaw(radians)`
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* `getyaw()`: returns number in radians
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* `settexturemod(mod)`
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* `setsprite(p={x=0,y=0}, num_frames=1, framelength=0.2,
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* `set_velocity({x=num, y=num, z=num})`
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* `get_velocity()`: returns `{x=num, y=num, z=num}`
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* `set_acceleration({x=num, y=num, z=num})`
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* `get_acceleration()`: returns `{x=num, y=num, z=num}`
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* `set_yaw(radians)`
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* `get_yaw()`: returns number in radians
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* `set_texture_mod(mod)`
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* `set_sprite(p={x=0,y=0}, num_frames=1, framelength=0.2,
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select_horiz_by_yawpitch=false)`
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* Select sprite from spritesheet with optional animation and DM-style
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texture selection based on yaw relative to camera
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