fix some of the errors in the luadoc; doc returns

This commit is contained in:
freem
2014-09-11 17:03:39 -05:00
parent 17ccc0cef5
commit b20fe48bba
+19 -19
View File
@@ -648,56 +648,56 @@ save yourself some time, copy this for undocumented things:
<Function name='Update' return='void' arguments=''>
Updates ArrowEffects, which sets current values for Tornado, Invert, and Beat.
</Function>
<Function name='GetYOffset' return='float fYOffset' arguments='PlayerState ps, int iCol, float fNoteBeat'>
<Function name='GetYOffset' return='float' arguments='PlayerState ps, int iCol, float fNoteBeat'>
Returns the Y Offset of a note in column <code>iCol</code> at beat <code>fNoteBeat</code> for the provided PlayerState. Y Offset is affected by Speed mods and Accel mods, and impacts most other arrow effects.
</Function>
<Function name='GetYPos' return='float fYPos' arguments='PlayerState ps, int iCol, float fYOffset, float fYReverseOffsetPixels'>
<Function name='GetYPos' return='float' arguments='PlayerState ps, int iCol, float fYOffset, float fYReverseOffsetPixels'>
Returns the Y position of a note in column <code>iCol</code> with a Y offset of <code>fYOffset</code> for the provided PlayerState.<br/>
<code>fYReverseOffsetPixels</code> is the separation between targets with and without reverse. This argument is optional and will pull defaults from the metrics for <code>[Player]</code>
</Function>
<Function name='GetYOffsetFromYPos' return='float fYOffset' arguments='PlayerState ps, int iCol, float fYPos, float fYReverseOffsetPixels'>
<Function name='GetYOffsetFromYPos' return='float' arguments='PlayerState ps, int iCol, float fYPos, float fYReverseOffsetPixels'>
Returns the Y offset of a note in column <code>iCol</code> with a Y position of <code>fYPos</code> for the provided PlayerState.<br/>
<code>fYReverseOffsetPixels</code> is the separation between targets with and without reverse. This argument is optional and will pull defaults from the metrics for <code>[Player]</code>
</Function>
<Function name='GetXPos' return='float fXPos' arguments='PlayerState ps, int iCol, float fYOffset'>
<Function name='GetXPos' return='float' arguments='PlayerState ps, int iCol, float fYOffset'>
Returns the X position of a note in column <code>iCol</code> with a Y offset of <code>fYOffset</code> for the provided PlayerState.
</Function>
<Function name='GetZPos' return='float fZPos' arguments='PlayerState ps, int iCol, float fYOffset'>
<Function name='GetZPos' return='float' arguments='PlayerState ps, int iCol, float fYOffset'>
Returns the Z position of a note in column <code>iCol</code> with a Y offset of <code>fYOffset</code> for the provided PlayerState.
</Function>
<Function name='GetRotationX' return='float fRotationX' arguments='PlayerState ps, float fYOffset'>
<Function name='GetRotationX' return='float' arguments='PlayerState ps, float fYOffset'>
Returns the X rotation of a note with a Y offset of <code>fYOffset</code> for the provided PlayerState.
</Function>
<Function name='GetRotationY' return='float fRotationY' arguments='PlayerState ps, float fYOffset'>
<Function name='GetRotationY' return='float' arguments='PlayerState ps, float fYOffset'>
Returns the Y rotation of a note with a Y offset of <code>fYOffset</code> for the provided PlayerState.
</Function>
<Function name='GetRotationZ' return='float fRotationZ' arguments='PlayerState ps, float fNoteBeat, bool bIsHoldHead'>
<Function name='GetRotationZ' return='float' arguments='PlayerState ps, float fNoteBeat, bool bIsHoldHead'>
Returns the Z rotation of a note at beat <code>fNoteBeat</code> for the provided PlayerState.<br/>
<code>bIsHoldHead</code> is an optional argument which defaults to false. If true, this function will return <code>0</code> if the [ArrowEffects] metric <code>DizzyHoldHeads</code> is false.
</Function>
<Function name='ReceptorGetRotationZ' return='float fRotationZ' arguments='PlayerState ps'>
<Function name='ReceptorGetRotationZ' return='float' arguments='PlayerState ps'>
Returns the Z rotation of the receptors for the provided PlayerState.
</Function>
<Function name='GetAlpha' return='float fAlpha' arguments='PlayerState ps, int iCol, float fYOffset, float fPercentFadeToFail, float fYReverseOffsetPixels, float fDrawDistanceBeforeTargetsPixels, float fFadeInPercentOfDrawFar'>
<Function name='GetAlpha' return='float' arguments='PlayerState ps, int iCol, float fYOffset, float fPercentFadeToFail, float fYReverseOffsetPixels, float fDrawDistanceBeforeTargetsPixels, float fFadeInPercentOfDrawFar'>
Returns the Alpha of a note in column <code>iCol</code> with a Y offset of <code>fYOffset</code> for the provided PlayerState.<br/>
<code>fPercentFadeToFail</code> is optional and defaults to -1.<br/>
<code>fYReverseOffsetPixels</code> is the separation between targets with and without reverse. This argument is optional and will pull defaults from the metrics for <code>[Player]</code><br/>
<code>fDrawDistanceBeforeTargetsPixels</code> is optional and will pull defaults from the <code>[Player]</code> metric <code>DrawDistanceBeforeTargetsPixels</code><br/>
<code>fFadeInPercentOfDrawFar</code> is optional and will pull defaults from the <code>[NoteField]</code> metric <code>FadeBeforeTargetsPercent</code><br/>
</Function>
<Function name='GetGlow' return='float fGlow' arguments='PlayerState ps, int iCol, float fYOffset, float fPercentFadeToFail, float fYReverseOffsetPixels, float fDrawDistanceBeforeTargetsPixels, float fFadeInPercentOfDrawFar'>
<Function name='GetGlow' return='float' arguments='PlayerState ps, int iCol, float fYOffset, float fPercentFadeToFail, float fYReverseOffsetPixels, float fDrawDistanceBeforeTargetsPixels, float fFadeInPercentOfDrawFar'>
Returns the Glow of a note in column <code>iCol</code> with a Y offset of <code>fYOffset</code> for the provided PlayerState. The arguments are the same as for GetAlpha.
</Function>
<Function name='GetBrightness' return='float fBrightness' arguments='PlayerState ps, float fNoteBeat'>
<Function name='GetBrightness' return='float' arguments='PlayerState ps, float fNoteBeat'>
Returns the brightness of a note at beat <code>fNoteBeat</code> for the provided PlayerState.
</Function>
<Function name='NeedZBuffer' return='bool bNeedZBuffer' arguments='PlayerState ps'>
<Function name='NeedZBuffer' return='bool' arguments='PlayerState ps'>
Returns true if any arrow effects for the provided PlayerState require the z buffer.
</Function>
<Function name='GetZoom' return='float fZoom' arguments='PlayerState ps'>
<Function name='GetZoom' return='float' arguments='PlayerState ps'>
Returns the zoom of a note for the provided PlayerState.
</Function>
<Function name='GetFrameWidthScale' return='float fFameWidthScale' arguments='PlayerState ps, float fYOffset, fOverlappedTime'>
<Function name='GetFrameWidthScale' return='float' arguments='PlayerState ps, float fYOffset, fOverlappedTime'>
Returns the FrameWidthScale of a hold part with a Y offset of <code>fYOffset</code> for the provided PlayerState.<br/> <code>fOverlappedTime</code> is optional and will default to 0.
</Function>
</Namespace>
@@ -755,7 +755,7 @@ save yourself some time, copy this for undocumented things:
Tries to read the file at <code>sPath</code>. If successful, it returns the file's contents.
If unsuccessful, it returns two values: <code>nil</code> and <code>"error"</code>.
</Function>
<Function name='ReportScriptError' return='' arguments= 'string error, string error_type'>
<Function name='ReportScriptError' return='void' arguments='string error, string error_type'>
Reports the error through the error reporting system. error_type is the type used for the dialog that is presented, a dialog will not appear for a type the user has chosen to ignore.<br/>
error is optional an defaults to "Script error occurred.". error_type is optional and defaults to "LUA_ERROR".
</Function>
@@ -4630,7 +4630,7 @@ save yourself some time, copy this for undocumented things:
<Function name='GetStyleType' return='StyleType' arguments=''>
Returns the StyleType for this Style.
</Function>
<Function name='GetColumnInfo' return='{Track= int, XOffset= int, Name= string}' arguments='int column'>
<Function name='GetColumnInfo' return='{int, int, string}' arguments='int column'>
Returns a table containing the Track, XOffset, and Name of the column.
</Function>
<Function name='GetColumnDrawOrder' return='int' arguments='int column'>
@@ -4677,7 +4677,7 @@ save yourself some time, copy this for undocumented things:
</Class>
<Class name='TapNoteResult'>
<Function name='GetTapNoteScore' return='TapNoteScore' arguments=''>
Returns the <Link class='TapNoteScore'> of the Tap Note.
Returns the <Link class='TapNoteScore' /> of the Tap Note.
</Function>
<Function name='GetTapNoteOffset' return='float' arguments=''>
Returns the TapNotOffset of the Tap Note.
@@ -4688,7 +4688,7 @@ save yourself some time, copy this for undocumented things:
</Class>
<Class name='HoldNoteResult'>
<Function name='GetHoldNoteScore'>
Returns the <Link class='HoldNoteScore'> of the Hold Note.
Returns the <Link class='HoldNoteScore' /> of the Hold Note.
</Function>
<Function name='GetLife' return='float' arguments=''>
Returns the life of the Hold Note.