Minor documentation formatting fixes

This commit is contained in:
Lars Mueller 2024-01-22 22:41:33 +01:00
parent f0180ad488
commit f6ecd931dc

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