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feat(docs/natives): improve docs descriptions.
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PsychoShock committed Dec 25, 2023
1 parent 055024b commit e76ef06
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Showing 7 changed files with 22 additions and 25 deletions.
13 changes: 7 additions & 6 deletions PED/IsAnyPedShootingInArea.md
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Expand Up @@ -8,14 +8,15 @@ ns: PED
BOOL IS_ANY_PED_SHOOTING_IN_AREA(float x1, float y1, float z1, float x2, float y2, float z2, BOOL p6, BOOL p7);
```
Verifies whether a ped is firing within a specific area.
## Parameters
* **x1**:
* **y1**:
* **z1**:
* **x2**:
* **y2**:
* **z2**:
* **x1**: Minimum X vector
* **y1**: Minimum Y vector
* **z1**: Minimum Z vector
* **x2**: Maximum X vector
* **y2**: Maximum Y vector
* **z2**: Maximum Z vector
* **p6**:
* **p7**:
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7 changes: 2 additions & 5 deletions PED/IsPedInCombat.md
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Expand Up @@ -8,13 +8,10 @@ ns: PED
BOOL IS_PED_IN_COMBAT(Ped ped, Ped target);
```
```
Checks to see if ped and target are in combat with eachother. Only goes one-way: if target is engaged in combat with ped but ped has not yet reacted, the function will return false until ped starts fighting back.
p1 is usually 0 in the scripts because it gets the ped id during the task sequence. For instance: PED::IS_PED_IN_COMBAT(l_42E[4/*14*/], PLAYER::PLAYER_PED_ID()) // armenian2.ct4: 43794
```
Examines whether the ped is engaged in combat; when given a target ped index, it confirms if the ped is actively fighting the specified target, returning true if engaged and false if not.
## Parameters
* **ped**:
* **ped**: Ped index.
* **target**:
## Return value
8 changes: 4 additions & 4 deletions PED/SetPedCombatRange.md
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Expand Up @@ -5,7 +5,7 @@ ns: PED

```c
// 0x3C606747B23E497B 0x8818A959
void SET_PED_COMBAT_RANGE(Ped ped, int p1);
void SET_PED_COMBAT_RANGE(Ped ped, int range);
```
```
Expand All @@ -14,8 +14,8 @@ Only the values 0, 1 and 2 occur in the decompiled scripts. Most likely refers d
1: CR_Medium
2: CR_Far
```
Define the scope within which the ped will engage in combat with the target.
## Parameters
* **ped**:
* **p1**:
* **ped**: Ped index
* **range**: 0, 1 or 2
6 changes: 3 additions & 3 deletions PED/SetPedShootsAtCoord.md
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Expand Up @@ -8,11 +8,11 @@ ns: PED
void SET_PED_SHOOTS_AT_COORD(Ped ped, float x, float y, float z, BOOL toggle);
```
Fires a weapon at a coordinate using a ped.
## Parameters
* **ped**:
* **ped**: Ped index.
* **x**:
* **y**:
* **z**:
* **toggle**:
* **toggle**:
5 changes: 2 additions & 3 deletions PED/WasPedKilledByStealth.md
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Expand Up @@ -8,8 +8,7 @@ ns: PED
BOOL WAS_PED_KILLED_BY_STEALTH(Ped ped);
```
Verifies whether ped was eliminated through stealth.
## Parameters
* **ped**:
## Return value
* **ped**: Ped index
4 changes: 2 additions & 2 deletions SYSTEM/Settimera.md
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Expand Up @@ -8,7 +8,7 @@ ns: SYSTEM
void SETTIMERA(int value);
```
Sets the value for the timer A in milliseconds
## Parameters
* **value**:
* **value**: In milliseconds.
4 changes: 2 additions & 2 deletions SYSTEM/Settimerb.md
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Expand Up @@ -8,7 +8,7 @@ ns: SYSTEM
void SETTIMERB(int value);
```
Sets the value for the timer B in milliseconds
## Parameters
* **value**:
* **value**: In milliseconds.

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