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Track skin part and main hand preferences (#3498)

This commit is contained in:
Pokechu22
2017-01-03 12:19:29 -08:00
committed by sweetgiorni
parent 0718d82e1a
commit 28cc26c54c
7 changed files with 253 additions and 7 deletions

View File

@@ -11351,6 +11351,16 @@ a_Player:OpenWindow(Window);
},
Notes = "Returns the player's current maximum speed, relative to the game default speed. Takes into account the sprinting / flying status.",
},
GetMainHand =
{
Returns =
{
{
Type = "eMainHand",
},
},
Notes = "Returns the player's main hand.",
},
GetName =
{
Returns =
@@ -11411,6 +11421,16 @@ a_Player:OpenWindow(Window);
},
Notes = "Returns the player's maximum sprinting speed, relative to the game default speed. Defaults to 1.3, but plugins may modify it for faster or slower sprinting.",
},
GetSkinParts =
{
Returns =
{
{
Type = "number",
},
},
Notes = "Returns the player's current set of skin part flags. This is a bitwise OR of various {{eSkinPart}} constants. Note that HasSkinPart may be easier to use in most situations.",
},
GetStance =
{
Returns =
@@ -11535,6 +11555,23 @@ a_Player:OpenWindow(Window);
},
Notes = "Returns true if the player has the specified permission",
},
HasSkinPart =
{
Params =
{
{
Name = "Part",
Type = "eSkinPart",
},
},
Returns =
{
{
Type = "boolean",
},
},
Notes = "Returns true if the player has the specified skin part enabled",
},
Heal =
{
Params =
@@ -12063,6 +12100,17 @@ a_Player:OpenWindow(Window);
},
Notes = "Sets the 'IsFishing' flag for the player. The floater entity ID is expected for the true variant, it can be omitted when IsFishing is false. FIXME: Undefined behavior when multiple fishing rods are used simultanously",
},
SetMainHand =
{
Params =
{
{
Name = "Hand",
Type = "eMainHand",
},
},
Notes = "Sets the main hand of the player.",
},
SetName =
{
Params =
@@ -12096,6 +12144,17 @@ a_Player:OpenWindow(Window);
},
Notes = "Sets whether the player is sprinting or not.",
},
SetSkinParts =
{
Params =
{
{
Name = "Parts",
Type = "number",
},
},
Notes = "Sets the skin part flags of the player. The value should be a bitwise OR of several {{eSkinPart}} constants.",
},
SetSprintingMaxSpeed =
{
Params =
@@ -16642,6 +16701,54 @@ end
{
Notes = "Something concerning (i.e. reload) is about to happen",
},
hMain =
{
Notes = "The main hand",
},
hOff =
{
Notes = "The off hand",
},
mhLeft =
{
Notes = "The left hand is the main hand",
},
mhRight =
{
Notes = "The right hand is the main hand",
},
spCape =
{
Notes = "The cape skin part",
},
spJacket =
{
Notes = "The jacket skin part",
},
spLeftSleeve =
{
Notes = "The left sleeve skin part",
},
spRightSleeve =
{
Notes = "The right sleeve skin part",
},
spLeftPants =
{
Notes = "The left pants leg skin part",
},
spRightPants =
{
Notes = "The right pants leg skin part",
},
spHat =
{
Notes = "The hat/head skin part",
},
spMask =
{
Notes = "A mask of all valid skin parts combined",
},
},
ConstantGroups =
{
@@ -16727,6 +16834,32 @@ end
gmXXX constants, the eGameMode_ constants are deprecated and will be removed from the API.
]],
},
eHand =
{
Include =
{
"hMain",
"hOff",
},
TextBefore = [[
These constants represent the main and off hand. Currently, these constants are not used, but
are provided for future use when dual-wielding is functional. An action or item can be in the
main hand or the off hand. The main hand can be either the left or the right hand - use
{{cPlayer}}:GetMainHand() to determine which (see {{eMainHand}}).
]],
},
eMainHand =
{
Include =
{
"^mh.*",
},
TextBefore = [[
These constants identify which hand is the main hand. The main hand can either be the left hand
or the right hand. Note that this is only visual, as the client behaves the same regardless of the
main hand setting. See {{cPlayer}}:GetMainHand().
]],
},
EMCSBiome =
{
Include = "^bi.*",
@@ -16819,6 +16952,16 @@ end
The following constants define the block types that are propelled outwards after an explosion.
]],
},
eSkinPart =
{
Include =
{
"^sp.*",
},
TextBefore = [[
These constants represent various skin part flags.
]],
},
eSpreadSource =
{
Include = "^ss.*",