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authorrubenwardy <rubenwardy@gmail.com>2017-01-16 13:08:59 +0000
committerrubenwardy <rubenwardy@gmail.com>2017-01-16 15:34:44 +0000
commit63c892eedfe21cbca2e2369d28e5e4d4e62ca1bd (patch)
tree60aaef50af7a091d1f549c37bffbe81485b2111c /doc/lua_api.txt
parentf3bd4c405df6bce64b7a98789d825eeac9c279b2 (diff)
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Rename ObjectRef methods to be consistent and predictable
Diffstat (limited to 'doc/lua_api.txt')
-rw-r--r--doc/lua_api.txt22
1 files changed, 11 insertions, 11 deletions
diff --git a/doc/lua_api.txt b/doc/lua_api.txt
index fc0f8e1fc..da6a898d9 100644
--- a/doc/lua_api.txt
+++ b/doc/lua_api.txt
@@ -2788,9 +2788,9 @@ This is basically a reference to a C++ `ServerActiveObject`
#### Methods
* `remove()`: remove object (after returning from Lua)
* Note: Doesn't work on players, use minetest.kick_player instead
-* `getpos()`: returns `{x=num, y=num, z=num}`
-* `setpos(pos)`; `pos`=`{x=num, y=num, z=num}`
-* `moveto(pos, continuous=false)`: interpolated move
+* `get_pos()`: returns `{x=num, y=num, z=num}`
+* `set_pos(pos)`; `pos`=`{x=num, y=num, z=num}`
+* `move_to(pos, continuous=false)`: interpolated move
* `punch(puncher, time_from_last_punch, tool_capabilities, direction)`
* `puncher` = another `ObjectRef`,
* `time_from_last_punch` = time since last punch action of the puncher
@@ -2836,14 +2836,14 @@ This is basically a reference to a C++ `ServerActiveObject`
}
##### LuaEntitySAO-only (no-op for other objects)
-* `setvelocity({x=num, y=num, z=num})`
-* `getvelocity()`: returns `{x=num, y=num, z=num}`
-* `setacceleration({x=num, y=num, z=num})`
-* `getacceleration()`: returns `{x=num, y=num, z=num}`
-* `setyaw(radians)`
-* `getyaw()`: returns number in radians
-* `settexturemod(mod)`
-* `setsprite(p={x=0,y=0}, num_frames=1, framelength=0.2,
+* `set_velocity({x=num, y=num, z=num})`
+* `get_velocity()`: returns `{x=num, y=num, z=num}`
+* `set_acceleration({x=num, y=num, z=num})`
+* `get_acceleration()`: returns `{x=num, y=num, z=num}`
+* `set_yaw(radians)`
+* `get_yaw()`: returns number in radians
+* `set_texture_mod(mod)`
+* `set_sprite(p={x=0,y=0}, num_frames=1, framelength=0.2,
select_horiz_by_yawpitch=false)`
* Select sprite from spritesheet with optional animation and DM-style
texture selection based on yaw relative to camera