forked from Mirrorlandia_minetest/minetest
Minor documentation formatting fixes
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@ -5842,19 +5842,19 @@ Authentication
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* `minetest.set_player_password(name, password_hash)`: Set password hash of
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* `minetest.set_player_password(name, password_hash)`: Set password hash of
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player `name`.
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player `name`.
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* `minetest.set_player_privs(name, privs)`: Set privileges of player `name`.
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* `minetest.set_player_privs(name, privs)`: Set privileges of player `name`.
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* `privs` is a **set** of privileges:
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* `privs` is a **set** of privileges:
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A table where the keys are names of privileges and the values are `true`.
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A table where the keys are names of privileges and the values are `true`.
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* Example: `minetest.set_player_privs("singleplayer", {interact = true, fly = true})`.
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* Example: `minetest.set_player_privs("singleplayer", {interact = true, fly = true})`.
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This **sets** the player privileges to `interact` and `fly`;
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This **sets** the player privileges to `interact` and `fly`;
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`singleplayer` will only have these two privileges afterwards.
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`singleplayer` will only have these two privileges afterwards.
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* `minetest.change_player_privs(name, changes)`: Helper to grant or revoke privileges.
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* `minetest.change_player_privs(name, changes)`: Helper to grant or revoke privileges.
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* `changes`: Table of changes to make.
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* `changes`: Table of changes to make.
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A field `[privname] = true` grants a privilege,
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A field `[privname] = true` grants a privilege,
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whereas `[privname] = false` revokes a privilege.
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whereas `[privname] = false` revokes a privilege.
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* Example: `minetest.change_player_privs("singleplayer", {interact = true, fly = false})`
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* Example: `minetest.change_player_privs("singleplayer", {interact = true, fly = false})`
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will grant singleplayer the `interact` privilege
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will grant singleplayer the `interact` privilege
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and revoke singleplayer's `fly` privilege.
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and revoke singleplayer's `fly` privilege.
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All other privileges will remain unchanged.
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All other privileges will remain unchanged.
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* `minetest.auth_reload()`
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* `minetest.auth_reload()`
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* See `reload()` in authentication handler definition
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* See `reload()` in authentication handler definition
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@ -8196,10 +8196,10 @@ Can be obtained using `player:get_meta()`.
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A 16-bit pseudorandom number generator.
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A 16-bit pseudorandom number generator.
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Uses a well-known LCG algorithm introduced by K&R.
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Uses a well-known LCG algorithm introduced by K&R.
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> [!NOTE]
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**Note**:
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> `PseudoRandom` is slower and has worse random distribution than `PcgRandom`.
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`PseudoRandom` is slower and has worse random distribution than `PcgRandom`.
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> Use `PseudoRandom` only if you need output to match the well-known LCG algorithm introduced by K&R.
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Use `PseudoRandom` only if you need output to match the well-known LCG algorithm introduced by K&R.
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> Otherwise, use `PcgRandom`.
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Otherwise, use `PcgRandom`.
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* constructor `PseudoRandom(seed)`
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* constructor `PseudoRandom(seed)`
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* `seed`: 32-bit signed number
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* `seed`: 32-bit signed number
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@ -8778,12 +8778,12 @@ Used by `minetest.register_node`, `minetest.register_craftitem`, and
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-- The index can be a node/entity name or a group with the prefix `"group:"`.
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-- The index can be a node/entity name or a group with the prefix `"group:"`.
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-- (For objects `armor_groups` are used and for players the entity name is irrelevant.)
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-- (For objects `armor_groups` are used and for players the entity name is irrelevant.)
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-- If multiple fields fit, the following priority order is applied:
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-- If multiple fields fit, the following priority order is applied:
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-- value of matching node/entity name
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-- 1. value of matching node/entity name
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-- `true` for any group
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-- 2. `true` for any group
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-- `false` for any group
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-- 3. `false` for any group
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-- `"blocking"` for any group
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-- 4. `"blocking"` for any group
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-- `liquids_pointable` if it is a liquid node
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-- 5. `liquids_pointable` if it is a liquid node
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-- `pointable` property of the node or object
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-- 6. `pointable` property of the node or object
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light_source = 0,
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light_source = 0,
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-- When used for nodes: Defines amount of light emitted by node.
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-- When used for nodes: Defines amount of light emitted by node.
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