APIDump: Added the cWorld:IsWeatherXXX() functions.
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@ -1741,7 +1741,7 @@ Sign entities are saved and loaded from disk when the chunk they reside in is sa
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GetStorageSaveQueueLength = { Params = "", Return = "number", Notes = "Returns the number of chunks queued up for saving" },
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GetTicksUntilWeatherChange = { Params = "", Return = "number", Notes = "Returns the number of ticks that will pass before the weather is changed" },
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GetTimeOfDay = { Params = "", Return = "number", Notes = "Returns the number of ticks that have passed from the sunrise, 0 .. 24000." },
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GetWeather = { Params = "", Return = "eWeather", Notes = "Returns the current weather in the world (wSunny, wRain, wStorm)." },
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GetWeather = { Params = "", Return = "eWeather", Notes = "Returns the current weather in the world (wSunny, wRain, wStorm). To check for weather, use IsWeatherXXX() functions instead." },
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GetWorldAge = { Params = "", Return = "number", Notes = "Returns the total age of the world, in ticks. The age always grows, cannot be set by plugins and is unrelated to TimeOfDay." },
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GrowCactus = { Params = "BlockX, BlockY, BlockZ, NumBlocksToGrow", Return = "", Notes = "Grows a cactus block at the specified coords, by up to the specified number of blocks. Adheres to the world's maximum cactus growth (GetMaxCactusHeight())." },
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GrowMelonPumpkin = { Params = "BlockX, BlockY, BlockZ, StemType", Return = "", Notes = "Grows a melon or pumpkin, based on the stem type specified (assumed to be in the coords provided). Checks for normal melon / pumpkin growth conditions - stem not having another produce next to it and suitable ground below." },
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@ -1756,6 +1756,10 @@ Sign entities are saved and loaded from disk when the chunk they reside in is sa
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IsGameModeCreative = { Params = "", Return = "bool", Notes = "Returns true if the current gamemode is gmCreative." },
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IsGameModeSurvival = { Params = "", Return = "bool", Notes = "Returns true if the current gamemode is gmSurvival." },
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IsPVPEnabled = { Params = "", Return = "bool", Notes = "Returns whether PVP is enabled in the world settings." },
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IsWeatherRain = { Params = "", Return = "bool", Notes = "Returns true if the current weather is rain." },
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IsWeatherStorm = { Params = "", Return = "bool", Notes = "Returns true if the current weather is a storm." },
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IsWeatherSunny = { Params = "", Return = "bool", Notes = "Returns true if the current weather is sunny." },
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IsWeatherWet = { Params = "", Return = "bool", Notes = "Returns true if the current weather has any precipitation (rain or storm)." },
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QueueBlockForTick = { Params = "BlockX, BlockY, BlockZ, TicksToWait", Return = "", Notes = "Queues the specified block to be ticked after the specified number of gameticks." },
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QueueSaveAllChunks = { Params = "", Return = "", Notes = "Queues all chunks to be saved in the world storage thread" },
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QueueSetBlock = { Params = "BlockX, BlockY, BlockZ, BlockType, BlockMeta, TickDelay", Return = "", Notes = "Queues the block to be set to the specified blocktype and meta after the specified amount of game ticks. Uses SetBlock() for the actual setting, so simulators are woken up and block entities are handled correctly." },
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