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-rw-r--r--MCServer/Plugins/APIDump/APIDesc.lua9
-rw-r--r--src/Entities/Player.h2
-rw-r--r--src/Mobs/Monster.h4
3 files changed, 12 insertions, 3 deletions
diff --git a/MCServer/Plugins/APIDump/APIDesc.lua b/MCServer/Plugins/APIDump/APIDesc.lua
index e7f9e9b18..f109638e9 100644
--- a/MCServer/Plugins/APIDump/APIDesc.lua
+++ b/MCServer/Plugins/APIDump/APIDesc.lua
@@ -1629,6 +1629,11 @@ a_Player:OpenWindow(Window);
]],
Functions =
{
+ HasCustomName = { Params = "", Return = "bool", Notes = "Returns true if the monster has a custom name." },
+ GetCustomName = { Params = "", Return = "string", Notes = "Gets the custom name of the monster. If no custom name is set, the function returns an empty string." },
+ SetCustomName = { Params = "string", Return = "", Notes = "Sets the custom name of the monster. You see the name over the monster. If you want to disable the custom name, simply set an empty string." },
+ IsCustomNameAlwaysVisible = { Params = "", Return = "bool", Notes = "Is the custom name of this monster always visible? If not, you only see the name when you sight the mob." },
+ SetCustomNameAlwaysVisible = { Params = "bool", Return = "", Notes = "Sets the custom name visiblity of this monster. If it's false, you only see the name when you sight the mob. If it's true, you always see the custom name." },
FamilyFromType = { Params = "{{cMonster#MobType|MobType}}", Return = "{{cMonster#MobFamily|MobFamily}}", Notes = "(STATIC) Returns the mob family ({{cMonster#MobFamily|mfXXX}} constants) based on the mob type ({{cMonster#MobType|mtXXX}} constants)" },
GetMobFamily = { Params = "", Return = "{{cMonster#MobFamily|MobFamily}}", Notes = "Returns this mob's family ({{cMonster#MobFamily|mfXXX}} constant)" },
GetMobType = { Params = "", Return = "{{cMonster#MobType|MobType}}", Notes = "Returns the type of this mob ({{cMonster#MobType|mtXXX}} constant)" },
@@ -1752,6 +1757,7 @@ a_Player:OpenWindow(Window);
ForceSetSpeed = { Params = "{{Vector3d|Direction}}", Notes = "Forces the player to move to the given direction." },
GetClientHandle = { Params = "", Return = "{{cClientHandle}}", Notes = "Returns the client handle representing the player's connection. May be nil (AI players)." },
GetColor = { Return = "string", Notes = "Returns the full color code to be used for this player's messages (based on their rank). Prefix player messages with this code." },
+ GetTabListName = { Return = "string", Notes = "Returns the name that is used in the tablist." },
GetCurrentXp = { Params = "", Return = "number", Notes = "Returns the current amount of XP" },
GetEffectiveGameMode = { Params = "", Return = "{{Globals#GameMode|GameMode}}", Notes = "(OBSOLETE) Returns the current resolved game mode of the player. If the player is set to inherit the world's gamemode, returns that instead. See also GetGameMode() and IsGameModeXXX() functions. Note that this function is the same as GetGameMode(), use that function instead." },
GetEquippedItem = { Params = "", Return = "{{cItem}}", Notes = "Returns the item that the player is currently holding; empty item if holding nothing." },
@@ -1802,6 +1808,9 @@ a_Player:OpenWindow(Window);
SendMessagePrivateMsg = { Params = "Message, SenderName", Return = "", Notes = "Prepends Light Blue [MSG: *SenderName*] / prepends SenderName and colours entire text (depending on ShouldUseChatPrefixes()) and sends message to player. For private messaging." },
SendMessageSuccess = { Params = "Message", Return = "", Notes = "Prepends Green [INFO] / colours entire text (depending on ShouldUseChatPrefixes()) and sends message to player. Success notification." },
SendMessageWarning = { Params = "Message, Sender", Return = "", Notes = "Prepends Rose [WARN] / colours entire text (depending on ShouldUseChatPrefixes()) and sends message to player. Denotes that something concerning, such as plugin reload, is about to happen." },
+ HasCustomName = { Params = "", Return = "bool", Notes = "Returns true if the player has a custom name." },
+ GetCustomName = { Params = "", Return = "string", Notes = "Returns the custom name of this player. If the player hasn't a custom name, it will return an empty string." },
+ SetCustomName = { Params = "string", Return = "", Notes = "Sets the custom name of this player. If you want to disable the custom name, simply set an empty string. The custom name will be used in the tab-list, in the player nametag and in the tab-completion." },
SetCanFly = { Params = "CanFly", Notes = "Sets if the player can fly or not." },
SetCrouch = { Params = "IsCrouched", Return = "", Notes = "Sets the crouch state, broadcasts the change to other players." },
SetCurrentExperience = { Params = "XPAmount", Return = "", Notes = "Sets the current amount of experience (and indirectly, the XP level)." },
diff --git a/src/Entities/Player.h b/src/Entities/Player.h
index da64bd64f..49380c776 100644
--- a/src/Entities/Player.h
+++ b/src/Entities/Player.h
@@ -401,7 +401,7 @@ public:
/** If true the player can fly even when he's not in creative. */
void SetCanFly(bool a_CanFly);
- /** Is a custom name for this player set? */
+ /** Returns true if the player has a custom name. */
bool HasCustomName(void) const { return !m_CustomName.empty(); }
/** Returns the custom name of this player. If the player hasn't a custom name, it will return an empty string. */
diff --git a/src/Mobs/Monster.h b/src/Mobs/Monster.h
index a777978f6..1d66d50e5 100644
--- a/src/Mobs/Monster.h
+++ b/src/Mobs/Monster.h
@@ -150,7 +150,7 @@ public:
/** Returns true if the monster has a custom name. */
bool HasCustomName(void) const { return !m_CustomName.empty(); }
- /** Gets the custom name of the monster. If no custom name is set, the function returns a empty string. */
+ /** Gets the custom name of the monster. If no custom name is set, the function returns an empty string. */
const AString & GetCustomName(void) const { return m_CustomName; }
/** Sets the custom name of the monster. You see the name over the monster.
@@ -161,7 +161,7 @@ public:
bool IsCustomNameAlwaysVisible(void) const { return m_CustomNameAlwaysVisible; }
/** Sets the custom name visiblity of this monster.
- If false, you only see the name when you sight the mob. If true, you always see the custom name. */
+ If it's false, you only see the name when you sight the mob. If it's true, you always see the custom name. */
void SetCustomNameAlwaysVisible(bool a_CustomNameAlwaysVisible);
/// Translates MobType enum to a string, empty string if unknown