cBlockInfo: Deprecate direct access to variables. (#4184)
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committed by
Alexander Harkness
parent
7e9695ecb0
commit
cf75d7b2c5
@@ -74,7 +74,7 @@ return
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cBlockInfo =
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{
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Desc = [[
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This class is used to query and register block properties.
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This class is used to query block properties.
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]],
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Functions =
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{
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@@ -130,7 +130,7 @@ return
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Type = "cBlockInfo",
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},
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},
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Notes = "Returns the {{cBlockInfo}} structure for the specified block type.",
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Notes = "Returns the {{cBlockInfo}} structure for the specified block type. <b>OBSOLETE</b>, use static functions instead",
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},
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GetHardness =
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{
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@@ -372,57 +372,57 @@ return
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m_BlockHeight =
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{
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Type = "number",
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Notes = "The height of the block, a value between 0.0 and 1.0",
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Notes = "The height of the block, a value between 0.0 and 1.0. <b>OBSOLETE</b>, use cBlockInfo:GetBlockHeight() instead.",
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},
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m_CanBeTerraformed =
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{
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Type = "bool",
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Notes = "Is this block suited to be terraformed?",
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Notes = "Is this block suited to be terraformed? <b>OBSOLETE</b>, use cBlockInfo:CanBeTerraformed() instead.",
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},
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m_FullyOccupiesVoxel =
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{
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Type = "bool",
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Notes = "Does this block fully occupy its voxel - is it a 'full' block?",
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Notes = "Does this block fully occupy its voxel - is it a 'full' block? <b>OBSOLETE</b>, use cBlockInfo:FullyOccupiesVoxel() instead.",
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},
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m_Hardness =
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{
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Type = "number",
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Notes = "The greater the value the longer the player needs to break the block.",
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Notes = "The greater the value the longer the player needs to break the block. <b>OBSOLETE</b>, use cBlockInfo:GetHardness() instead.",
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},
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m_IsSnowable =
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{
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Type = "bool",
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Notes = "Can this block hold snow atop?",
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Notes = "Can this block hold snow atop? <b>OBSOLETE</b>, use cBlockInfo:IsSnowable() instead",
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},
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m_IsSolid =
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{
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Type = "bool",
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Notes = "Is this block solid (player cannot walk through)?",
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Notes = "Is this block solid (player cannot walk through)? <b>OBSOLETE</b>, use cBlockInfo:IsSolid() instead.",
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},
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m_LightValue =
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{
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Type = "number",
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Notes = "How much light do the blocks emit on their own?",
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Notes = "How much light do the blocks emit on their own? <b>OBSOLETE</b>, use cBlockInfo:GetLightValue() instead.",
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},
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m_OneHitDig =
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{
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Type = "bool",
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Notes = "Is a block destroyed after a single hit?",
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Notes = "Is a block destroyed after a single hit? <b>OBSOLETE</b>, use cBlockInfo:IsOneHitDig() instead.",
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},
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m_PistonBreakable =
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{
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Type = "bool",
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Notes = "Can a piston break this block?",
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Notes = "Can a piston break this block? <b>OBSOLETE</b>, use cBlockInfo:IsPistonBreakable instead.",
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},
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m_SpreadLightFalloff =
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{
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Type = "number",
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Notes = "How much light do the blocks consume?",
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Notes = "How much light do the blocks consume? <b>OBSOLETE</b>, use cBlockInfo:GetSpreadLightFalloff() instead.",
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},
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m_Transparent =
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{
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Type = "bool",
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Notes = "Is a block completely transparent? (light doesn't get decreased(?))",
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Notes = "Is a block completely transparent? (light doesn't get decreased(?)). <b>OBSOLETE</b>, use cBlockInfo:IsTransparent() instead.",
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},
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},
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},
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