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authorMat <mail@mathias.is>2020-03-05 11:52:34 +0100
committerGitHub <noreply@github.com>2020-03-05 11:52:34 +0100
commit7d4934534e9c58a111215859ba83c32a9bc0fa8a (patch)
treecb9af9fea3de762410cb49c62a030b96e01eec6c /Server/Plugins/APIDump
parentUpdate LastSentPosition when entity has no speed (#4487) (diff)
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Diffstat (limited to 'Server/Plugins/APIDump')
-rw-r--r--Server/Plugins/APIDump/APIDesc.lua38
1 files changed, 34 insertions, 4 deletions
diff --git a/Server/Plugins/APIDump/APIDesc.lua b/Server/Plugins/APIDump/APIDesc.lua
index 830035087..fcd923e01 100644
--- a/Server/Plugins/APIDump/APIDesc.lua
+++ b/Server/Plugins/APIDump/APIDesc.lua
@@ -3996,7 +3996,7 @@ local Hash = cCryptoHash.sha1HexString("DataToHash")
Type = "boolean",
},
},
- Notes = "Removes the entity from this world and starts moving it to the specified world's spawn point. Note that to avoid deadlocks, the move is asynchronous - the entity is moved into a queue and will be moved from that queue into the destination world at some (unpredictable) time in the future. ShouldSendRespawn is used only for players, it specifies whether the player should be sent a Respawn packet upon leaving the world (The client handles respawns only between different dimensions). <b>OBSOLETE</b>, use ScheduleMoveToWorld() instead.",
+ Notes = "Removes the entity from this world and starts moving it to the specified world's spawn point. Note that to avoid deadlocks, the move is asynchronous - the entity is moved into a queue and will be moved from that queue into the destination world at some (unpredictable) time in the future. ShouldSendRespawn is used only for players, it specifies whether the player should be sent a Respawn packet upon leaving the world (The client handles respawns only between different dimensions).",
},
{
Params =
@@ -4017,7 +4017,7 @@ local Hash = cCryptoHash.sha1HexString("DataToHash")
Type = "boolean",
},
},
- Notes = "Removes the entity from this world and starts moving it to the specified world's spawn point. Note that to avoid deadlocks, the move is asynchronous - the entity is moved into a queue and will be moved from that queue into the destination world at some (unpredictable) time in the future. ShouldSendRespawn is used only for players, it specifies whether the player should be sent a Respawn packet upon leaving the world (The client handles respawns only between different dimensions). <b>OBSOLETE</b>, use ScheduleMoveToWorld() instead.",
+ Notes = "Removes the entity from this world and starts moving it to the specified world's spawn point. Note that to avoid deadlocks, the move is asynchronous - the entity is moved into a queue and will be moved from that queue into the destination world at some (unpredictable) time in the future. ShouldSendRespawn is used only for players, it specifies whether the player should be sent a Respawn packet upon leaving the world (The client handles respawns only between different dimensions).",
},
{
Params =
@@ -4041,7 +4041,37 @@ local Hash = cCryptoHash.sha1HexString("DataToHash")
Type = "boolean",
},
},
- Notes = "Removes the entity from this world and starts moving it to the specified world. Note that to avoid deadlocks, the move is asynchronous - the entity is moved into a queue and will be moved from that queue into the destination world at some (unpredictable) time in the future. ShouldSendRespawn is used only for players, it specifies whether the player should be sent a Respawn packet upon leaving the world (The client handles respawns only between different dimensions). The Position parameter specifies the location that the entity should be placed in, in the new world. <b>OBSOLETE</b>, use ScheduleMoveToWorld() instead.",
+ Notes = "Removes the entity from this world and starts moving it to the specified world. Note that to avoid deadlocks, the move is asynchronous - the entity is moved into a queue and will be moved from that queue into the destination world at some (unpredictable) time in the future. ShouldSendRespawn is used only for players, it specifies whether the player should be sent a Respawn packet upon leaving the world (The client handles respawns only between different dimensions). The Position parameter specifies the location that the entity should be placed in, in the new world.",
+ },
+ {
+ Params =
+ {
+ {
+ Name = "World",
+ Type = "cWorld",
+ },
+ {
+ Name = "Position",
+ Type = "Vector3d",
+ },
+ {
+ Name = "ShouldSetPortalCooldown",
+ Type = "boolean",
+ IsOptional = true,
+ },
+ {
+ Name = "ShouldSendRespawn",
+ Type = "boolean",
+ IsOptional = true,
+ },
+ },
+ Returns =
+ {
+ {
+ Type = "boolean",
+ },
+ },
+ Notes = "Removes the entity from this world and starts moving it to the specified world. Note that to avoid deadlocks, the move is asynchronous - the entity is moved into a queue and will be moved from that queue into the destination world at some (unpredictable) time in the future. If ShouldSetPortalCooldown is false (default), doesn't set any portal cooldown, if it is true, the default portal cooldown is applied to the entity. ShouldSendRespawn is used only for players, it specifies whether the player should be sent a Respawn packet upon leaving the world (The client handles respawns only between different dimensions). The Position parameter specifies the location that the entity should be placed in, in the new world.",
},
},
ScheduleMoveToWorld =
@@ -4067,7 +4097,7 @@ local Hash = cCryptoHash.sha1HexString("DataToHash")
IsOptional = true,
},
},
- Notes = "Schedules a MoveToWorld call to occur on the next Tick of the entity. If ShouldSetPortalCooldown is false (default), doesn't set any portal cooldown, if it is true, the default portal cooldown is applied to the entity. If ShouldSendRespawn is false (default), no respawn packet is sent, if it is true then a respawn packet is sent to the client.",
+ Notes = "Schedules a MoveToWorld call to occur on the next Tick of the entity. If ShouldSetPortalCooldown is false (default), doesn't set any portal cooldown, if it is true, the default portal cooldown is applied to the entity. If ShouldSendRespawn is false (default), no respawn packet is sent, if it is true then a respawn packet is sent to the client. <b>OBSOLETE</b>, use MoveToWorld instead.",
},
SetGravity =
{