Docs: remove misleading parens from functions without args, they should not be present.

This commit is contained in:
Magus
2026-01-27 14:06:20 +07:00
parent 84d8d80d30
commit cb24364319
+48 -48
View File
@@ -174,7 +174,7 @@
detail: void set_available_skill_points(int value)
opcode: 0x8244
- name: get_available_skill_points
detail: int get_available_skill_points()
detail: int get_available_skill_points
opcode: 0x8245
- name: set_skill_max
@@ -239,10 +239,10 @@
detail: void set_shader_texture(int ID, string param, int texID)
opcode: 0x81b2
- name: get_screen_width
detail: int get_screen_width()
detail: int get_screen_width
opcode: 0x8220
- name: get_screen_height
detail: int get_screen_height()
detail: int get_screen_height
opcode: 0x8221
- name: set_palette
detail: void set_palette(string path)
@@ -352,11 +352,11 @@
opcode: 0x81be
doc: Used to change the title of the "select a perk" box, or by using "" it will be set back to the default.
- name: hide_real_perks
detail: void hide_real_perks()
detail: void hide_real_perks
opcode: 0x81bf
doc: Prevent the "select a perk" box from displaying any of the original 119 perks.
- name: show_real_perks
detail: void show_real_perks()
detail: void show_real_perks
opcode: 0x81c0
doc: Reverts the effect os `hide_real_perks`.
- name: perk_add_mode
@@ -364,7 +364,7 @@
opcode: 0x81c3
doc: Modifies what happens when a fake perk is selected from the perks dialog. It is treated as a set of flags - if bit 1 is set then it is added to the player's traits, if bit 2 is set it is added to the player's perks, and if bit 3 is set it is removed from the list of selectable perks. The default is 0x2.
- name: clear_selectable_perks
detail: void clear_selectable_perks()
detail: void clear_selectable_perks
opcode: 0x81c4
doc: Restores the "select a perk" box to its default state.
@@ -492,10 +492,10 @@
detail: void set_map_enter_position(int tile, int elevation, int rotation)
doc: Overrides the players entry position when entering the map through exit grids. Setting the tile to 0 will put the player on the start hex (default tile and elevation) of the map. Works only in `map_enter_p_proc` procedure.
- name: get_map_enter_position
detail: array get_map_enter_position()
detail: array get_map_enter_position
doc: "Returns an array of the player's position data (index: 0 - tile, 1 - elevation, 2 - rotation) when entering the map through exit grids. If entering from the world map, the tile value will be -1. Should be called in `map_enter_p_proc` procedure to get the correct position data."
- name: exec_map_update_scripts
detail: void exec_map_update_scripts()
detail: void exec_map_update_scripts
doc: Executes `map_update_p_proc` for all objects on map and global/hook scripts as well.
macro: sfall.h
- name: set_terrain_name
@@ -538,10 +538,10 @@
doc: The mapper manual lists the functions `world_map_x_pos` and `world_map_y_pos`, which supposedly return the player's x and y positions on the world map. `get_world_map_x/y_pos` are included here anyway, because I was unable to get those original functions to work, or even to find any evidence that they existed in game.
items:
- name: get_world_map_x_pos
detail: int get_world_map_x_pos()
detail: int get_world_map_x_pos
opcode: 0x8173
- name: get_world_map_y_pos
detail: int get_world_map_y_pos()
detail: int get_world_map_y_pos
opcode: 0x8174
- name: set_world_map_pos
detail: void set_world_map_pos(int x, int y)
@@ -551,7 +551,7 @@
- name: Audio
items:
- name: eax_available
detail: int eax_available()
detail: int eax_available
opcode: 0x81a3
doc: Obsolete since sfall 2.1a. Always returns 0.
- name: set_eax_environment
@@ -593,13 +593,13 @@
parent: Sfall
items:
- name: sfall_ver_major
detail: int sfall_ver_major()
detail: int sfall_ver_major
opcode: 0x8210
- name: sfall_ver_minor
detail: int sfall_ver_minor()
detail: int sfall_ver_minor
opcode: 0x8211
- name: sfall_ver_build
detail: int sfall_ver_build()
detail: int sfall_ver_build
opcode: 0x8212
- name: Math
@@ -674,13 +674,13 @@
detail: void tap_key(int dxScancode)
opcode: 0x8162
- name: get_mouse_x
detail: int get_mouse_x()
detail: int get_mouse_x
opcode: 0x821c
- name: get_mouse_y
detail: int get_mouse_y()
detail: int get_mouse_y
opcode: 0x821d
- name: get_mouse_buttons
detail: int get_mouse_buttons()
detail: int get_mouse_buttons
doc: Returns the number of the mouse button that is currently pressed (1 - left, 2 - right, 3 - left+right, 4 - middle, 0 otherwise).
opcode: 0x821e
@@ -822,7 +822,7 @@
detail: void refresh_pc_art
opcode: 0x8227
- name: art_cache_clear
detail: void art_cache_clear()
detail: void art_cache_clear
doc: Clears the cache of FRM image files loaded into memory.
macro: sfall.h
@@ -855,7 +855,7 @@
doc: Returns an array of all objects at given tile. It will include any hidden, dead or system objects (like cursor), so make sure to check properly when iterating.
opcode: 0x8270
- name: tile_refresh_display
detail: void tile_refresh_display()
detail: void tile_refresh_display
doc: Redraws the game scene (tiles, walls, objects, etc.).
- name: obj_blocking_tile
detail: ObjectPtr obj_blocking_tile(int tileNum, int elevation, int blockingType)
@@ -889,7 +889,7 @@
- name: Other
items:
- name: input_funcs_available
detail: int input_funcs_available()
detail: int input_funcs_available
opcode: 0x816b
doc: (DEPRECATED) The input functions are only available if the user has the input hook turned on in `ddraw.ini`. Use `input_funcs_available` to check.
- name: get_year
@@ -945,10 +945,10 @@
detail: int get_npc_level(string npc)
opcode: 0x8241
- name: get_viewport_x
detail: int get_viewport_x()
detail: int get_viewport_x
opcode: 0x81a6
- name: get_viewport_y
detail: int get_viewport_y()
detail: int get_viewport_y
opcode: 0x81a7
- name: set_viewport_x
detail: void set_viewport_x(int view_x)
@@ -966,7 +966,7 @@
opcode: 0x81e6
doc: Alters the AC bonus you receive per unused action point at the end of your turn in combat. To allow for fractional values, the value given if divided by 4. (Hence the default value is 4 and not 1.)
- name: get_unspent_ap_bonus
detail: int get_unspent_ap_bonus()
detail: int get_unspent_ap_bonus
doc: Gets the AC bonus you receive per unused action point at the end of your turn in combat. To allow for fractional values, the value given if divided by 4. (Hence the default value is 4 and not 1.)
opcode: 0x81e7
- name: set_unspent_ap_perk_bonus
@@ -974,12 +974,12 @@
opcode: 0x81e8
doc: Similar to `set_unspent_ap_bonus`, but effects the extra AC granted by the H2H Evade perk. (The default value of this is also 4, equivalent to doubling the original bonus.
- name: get_unspent_ap_perk_bonus
detail: int get_unspent_ap_perk_bonus()
detail: int get_unspent_ap_perk_bonus
opcode: 0x81e9
doc: Similar to `get_unspent_ap_bonus`, but accounts for the extra AC granted by the H2H Evade perk. (The default value of this is also 4, equivalent to doubling the original bonus.
- name: nb_create_char
detail: int nb_create_char()
detail: int nb_create_char
opcode: 0x81f6
doc: (DEPRECATED) Reserved for the brotherhood tactical training mod, and should be avoided. Not implemented, always returns 0.
@@ -996,16 +996,16 @@
detail: void hero_select_win(int)
opcode: 0x8213
- name: stop_game
detail: void stop_game()
detail: void stop_game
opcode: 0x8222
- name: resume_game
detail: void resume_game()
detail: void resume_game
opcode: 0x8223
- name: create_message_window
detail: void create_message_window(string message)
opcode: 0x8224
- name: get_light_level
detail: int get_light_level()
detail: int get_light_level
opcode: 0x8226
doc: Returns ambient light level in range 0..65536. The value returned by get_light_level may not exactly match that set by `set_light_level`, as `set_light_level` applies modifiers from the Night Vision perk.
@@ -1019,16 +1019,16 @@
detail: void set_inven_ap_cost(int cost)
opcode: 0x824d
- name: game_loaded
detail: int game_loaded()
detail: int game_loaded
doc: Returns 1 the first time it is called after a new game or game load, and 0 any time after. It works on an individual basis for each script, so one script wont interfere with others. Its primary use is for global scripts, so that they know when to call `set_global_script_repeat`, but it can be called from normal scripts too.
opcode: 0x8164
- name: get_game_mode
detail: int get_game_mode()
detail: int get_game_mode
doc: A more flexible version of in_world_map. It will return a set of flags indicating which mode the game is currently in. These flags are the same as those used in the `set_shader_mode function`.
opcode: 0x81af
- name: get_uptime
detail: int get_uptime()
detail: int get_uptime
doc: Just a wrapper around the windows GetTickCount() function. It's useful for making time fade effects in shaders, since they already have access to the current tick count.
opcode: 0x81b3
@@ -1186,7 +1186,7 @@
doc: Sets the text messages and colors for custom notification boxes to the interface without the need to add messages to `intrface.msg` and set up the font colors in `ddraw.ini`. Tag value is the same as used in `show_iface_tag`, `hide_iface_tag`, and `is_iface_tag_active`. The valid range is from 5 to (4 + the value of BoxBarCount in `ddraw.ini`) or the number of the last custom box added using the `add_iface_tag` function. The text is limited to 19 characters.
macro: sfall.h
- name: add_iface_tag
detail: void add_iface_tag()
detail: void add_iface_tag
doc: Adds one custom box to the current boxes, and returns the number of the added tag (-1 if the tags limit is exceeded. The maximum number of boxes is limited to 126 tags.
macro: sfall.h
@@ -1207,15 +1207,15 @@
parent: Hooks # normal page
items:
- name: init_hook
detail: int init_hook()
detail: int init_hook
doc: The hook script equivalent of `game_loaded`; it returns 1 when the script is loaded for the first time or when the player reloads the game, and 0 otherwise.
opcode: 0x81ea
- name: get_sfall_arg
detail: mixed get_sfall_arg()
detail: mixed get_sfall_arg
doc: Gets the next argument from sfall. Each time it's called it returns the next argument, or otherwise it returns 0 if there are no more arguments left. You can arbitrarily get the value of any argument using the `sfall_func1("get_sfall_arg_at", argNum)` function.
opcode: 0x81e4
- name: get_sfall_args
detail: int get_sfall_args()
detail: int get_sfall_args
doc: Returns all hook arguments as a new temp array.
opcode: 0x823c
- name: get_sfall_arg_at
@@ -1583,7 +1583,7 @@
- name: Combat
items:
- name: attack_is_aimed
detail: bool attack_is_aimed()
detail: bool attack_is_aimed
doc: Returns 1 if the aimed attack mode is selected, 0 otherwise.
macro: sfall.h
@@ -1664,7 +1664,7 @@
macro: sfall.h
- name: get_combat_free_move
detail: int get_combat_free_move()
detail: int get_combat_free_move
doc: Returns available "bonus move" points of the current critter's turn. For NPCs, this is always 0 unless changed by `set_combat_free_move`
macro: sfall.h
@@ -1683,7 +1683,7 @@
opcode: 0x81b6
doc: Changes the current town index for the player's car.
- name: car_gas_amount
detail: int car_gas_amount()
detail: int car_gas_amount
doc: |
Returns the current amount of fuel in player's car (between 0 and 80000).
To change fuel amount, use vanilla function: `metarule(METARULE_GIVE_CAR_GAS, amount)` - `amount` can be positive or negative.
@@ -1774,7 +1774,7 @@
macro: sfall.h
- name: get_window_under_mouse
detail: int get_window_under_mouse()
detail: int get_window_under_mouse
opcode: 0x821f
doc: "Returns the internal ID of the top-most window under mouse cursor."
- name: create_win
@@ -1835,7 +1835,7 @@
parent: Interface
items:
- name: outlined_object
detail: ObjectPtr outlined_object()
detail: ObjectPtr outlined_object
doc: Returns an object that is currently highlighted by hovering the mouse above it.
macro: sfall.h
- name: get_outline
@@ -1854,7 +1854,7 @@
parent: Interface
items:
- name: intface_is_hidden
detail: bool intface_is_hidden()
detail: bool intface_is_hidden
macro: sfall.h
doc: Returns 1 if interface is currently hidden, 0 otherwise.
- name: intface_redraw
@@ -1865,11 +1865,11 @@
- redraws main game interface, useful to reflect changes after directly changing current player weapons or stats
- `winType`: the type number of the interface window (see `WINTYPE_*` constants in **sfall.h**). Pass `-1` to redraw all interface windows.
- name: intface_hide
detail: void intface_hide()
detail: void intface_hide
doc: Hides main interface.
macro: sfall.h
- name: intface_show
detail: void intface_show()
detail: void intface_show
doc: Shows main interface.
macro: sfall.h
@@ -1877,7 +1877,7 @@
parent: Interface
items:
- name: display_stats
detail: void display_stats()
detail: void display_stats
doc: |
- Updates player's stats in the inventory display window or on the character screen.
- NOTE: works only when the interface window is opened
@@ -1901,7 +1901,7 @@
parent: Interface
items:
- name: get_cursor_mode
detail: int get_cursor_mode()
detail: int get_cursor_mode
doc: 'Returns the current cursor mode. Values: 0 - movement cursor, 1 - command cursor, 2 - targeting cursor, 4 to 10 are Skilldex skills (yellow targeting cursor).'
macro: sfall.h
- name: set_cursor_mode
@@ -1993,7 +1993,7 @@
doc: Take control of a given critter. Passing value 0 will reset control back to "real" dude.
macro: sfall.h
- name: real_dude_obj
detail: ObjectPtr real_dude_obj()
detail: ObjectPtr real_dude_obj
doc: Returns the initial `dude_obj` after `set_dude_obj` was used.
macro: sfall.h
@@ -2018,11 +2018,11 @@
opcode: 0x8275
- name: loot_obj
detail: ObjectPtr loot_obj()
detail: ObjectPtr loot_obj
doc: Returns a pointer to the target object (container or critter) of the loot screen.
macro: sfall.h
- name: dialog_obj
detail: ObjectPtr dialog_obj()
detail: ObjectPtr dialog_obj
doc: Returns a pointer to the object (critter) the player is having a conversation or bartering with.
macro: sfall.h