Track skin part and main hand preferences (#3498)
This commit is contained in:
@@ -11351,6 +11351,16 @@ a_Player:OpenWindow(Window);
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},
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Notes = "Returns the player's current maximum speed, relative to the game default speed. Takes into account the sprinting / flying status.",
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},
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GetMainHand =
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{
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Returns =
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{
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{
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Type = "eMainHand",
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},
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},
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Notes = "Returns the player's main hand.",
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},
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GetName =
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{
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Returns =
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@@ -11411,6 +11421,16 @@ a_Player:OpenWindow(Window);
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},
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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.",
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},
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GetSkinParts =
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{
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Returns =
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{
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{
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Type = "number",
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},
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},
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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.",
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},
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GetStance =
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{
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Returns =
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@@ -11535,6 +11555,23 @@ a_Player:OpenWindow(Window);
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},
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Notes = "Returns true if the player has the specified permission",
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},
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HasSkinPart =
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{
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Params =
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{
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{
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Name = "Part",
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Type = "eSkinPart",
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},
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},
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Returns =
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{
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{
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Type = "boolean",
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},
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},
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Notes = "Returns true if the player has the specified skin part enabled",
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},
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Heal =
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{
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Params =
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@@ -12063,6 +12100,17 @@ a_Player:OpenWindow(Window);
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},
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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",
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},
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SetMainHand =
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{
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Params =
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{
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{
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Name = "Hand",
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Type = "eMainHand",
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},
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},
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Notes = "Sets the main hand of the player.",
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},
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SetName =
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{
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Params =
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@@ -12096,6 +12144,17 @@ a_Player:OpenWindow(Window);
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},
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Notes = "Sets whether the player is sprinting or not.",
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},
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SetSkinParts =
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{
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Params =
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{
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{
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Name = "Parts",
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Type = "number",
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},
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},
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Notes = "Sets the skin part flags of the player. The value should be a bitwise OR of several {{eSkinPart}} constants.",
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},
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SetSprintingMaxSpeed =
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{
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Params =
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@@ -16642,6 +16701,54 @@ end
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{
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Notes = "Something concerning (i.e. reload) is about to happen",
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},
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hMain =
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{
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Notes = "The main hand",
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},
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hOff =
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{
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Notes = "The off hand",
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},
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mhLeft =
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{
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Notes = "The left hand is the main hand",
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},
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mhRight =
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{
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Notes = "The right hand is the main hand",
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},
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spCape =
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{
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Notes = "The cape skin part",
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},
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spJacket =
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{
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Notes = "The jacket skin part",
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},
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spLeftSleeve =
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{
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Notes = "The left sleeve skin part",
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},
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spRightSleeve =
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{
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Notes = "The right sleeve skin part",
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},
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spLeftPants =
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{
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Notes = "The left pants leg skin part",
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},
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spRightPants =
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{
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Notes = "The right pants leg skin part",
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},
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spHat =
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{
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Notes = "The hat/head skin part",
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},
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spMask =
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{
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Notes = "A mask of all valid skin parts combined",
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},
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},
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ConstantGroups =
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{
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@@ -16727,6 +16834,32 @@ end
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gmXXX constants, the eGameMode_ constants are deprecated and will be removed from the API.
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]],
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},
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eHand =
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{
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Include =
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{
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"hMain",
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"hOff",
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},
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TextBefore = [[
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These constants represent the main and off hand. Currently, these constants are not used, but
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are provided for future use when dual-wielding is functional. An action or item can be in the
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main hand or the off hand. The main hand can be either the left or the right hand - use
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{{cPlayer}}:GetMainHand() to determine which (see {{eMainHand}}).
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]],
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},
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eMainHand =
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{
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Include =
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{
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"^mh.*",
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},
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TextBefore = [[
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These constants identify which hand is the main hand. The main hand can either be the left hand
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or the right hand. Note that this is only visual, as the client behaves the same regardless of the
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main hand setting. See {{cPlayer}}:GetMainHand().
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]],
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},
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EMCSBiome =
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{
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Include = "^bi.*",
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@@ -16819,6 +16952,16 @@ end
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The following constants define the block types that are propelled outwards after an explosion.
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]],
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},
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eSkinPart =
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{
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Include =
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{
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"^sp.*",
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},
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TextBefore = [[
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These constants represent various skin part flags.
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]],
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},
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eSpreadSource =
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{
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Include = "^ss.*",
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