LuaGears: Replace <tt> with `
authorWuzzy
Wed, 17 Apr 2019 13:45:10 +0100
changeset 1785 95f3d64144bd
parent 1784 b08f6f71bfbd
child 1786 006999425a5c
LuaGears: Replace <tt> with `
LuaGears.wiki
--- a/LuaGears.wiki	Wed Apr 17 13:44:23 2019 +0100
+++ b/LuaGears.wiki	Wed Apr 17 13:45:10 2019 +0100
@@ -7,7 +7,7 @@
 
 == Functions for creating gears ==
 
-=== <tt>!AddGear(x, y, gearType, state, dx, dy, timer)</tt> ===
+=== `AddGear(x, y, gearType, state, dx, dy, timer)` ===
 This creates a new gear at position x,y (measured from top left) of kind `gearType` (see [GearTypes Gear Types]).  Gears are dynamic objects or events in the world that affect the gameplay, including hedgehogs, projectiles, weapons, land objects, active utilities and a few more esoteric things.
 The initial velocities are `dx` and `dy`. All arguments are numbers. The function returns the `uid` of the gear created. Gears can have multple states at once: `state` is a bitmask, the flag variables can be found in [States].
 
@@ -16,7 +16,7 @@
 <code language="lua">    local gear = AddGear(0, 0, gtTarget, 0, 0, 0, 0)
     FindPlace(gear, true, 0, LAND_WIDTH)</code>
 
-=== <tt>!AddVisualGear(x, y, visualGearType, state, critical [, layer])</tt> ===
+=== `AddVisualGear(x, y, visualGearType, state, critical [, layer])` ===
 This attempts to create a new visual gear at position x,y (measured from top left) of kind `visualGearType` (see [VisualGearTypes Visual Gear Types]).  Visual gears are decorational objects which are usually used for purely decorational graphical effects.  They have no effect on gameplay.  Visual gears are not the same as gears, but they share some similarities.
 
 The function returns the `uid` of the visual gear created or `nil` if creation failed.  There is no guarantee that a visual gear will spawn.  *IMPORTANT: Do not rely on visual gears to spawn*. *Always* be prepared for this function to return `nil`.
@@ -37,7 +37,7 @@
     local vgear = AddVisualGear(1000, 1000, vgtExplosion, 0, false) 
 </code>
 
-=== <tt>!AddHog(hogname, botlevel, health, hat)</tt> ===
+=== `AddHog(hogname, botlevel, health, hat)` ===
 Adds a new hedgehog for current team (last created one with the `AddTeam` function), with a bot level, an initial health and a hat.
 
 `botlevel` ranges from `0` to `5`, where `0` denotes a human player and `1` to `5` denote the skill level of a bot, where `1` is strongest and `5` is the weakest. Note that this is the reverse order of how the bot level is displayed in the game. Note that mixing human-controlled and computer-controlled hedgehogs in the same team is not permitted, but it is permitted to use different computer difficulty levels in the same team.
@@ -52,7 +52,7 @@
     SetGearPosition(player, 1500, 1000)
     -- hint: If you don't call `SetGearPosition`, the hog spawns randomly</code>
 
-=== <tt>!AddMissionHog(health)</tt> (0.9.25) ===
+=== `AddMissionHog(health)` (0.9.25) ===
 Add a hedgehog for the current team, using the player-chosen team identity when playing in singleplayer missions. The “current team” is the last team that was added with `AddMissionTeam` or `AddTeam`.
 
 The name and hat match the player's team definition. The hog is also always player-controlled.
@@ -72,14 +72,14 @@
 AddHog("My Hardcoded Hog", 0, 100, "NoHat")
 </code>
 
-=== <tt>!SpawnHealthCrate(x, y, [, health])</tt> ===
+=== `SpawnHealthCrate(x, y, [, health])` ===
 Spawns a health crate at the specified position. If `x` and `y` are set to 0, the crate will spawn on a random position (but always on land). Set `health` for the initial health contained in the health crate. If not set, the default health (`HealthCaseAmount`) is used. Do not use a negative value for `health`.
 
-=== <tt>!SpawnSupplyCrate(x, y, ammoType [, amount])</tt> (0.9.24) ===
+=== `SpawnSupplyCrate(x, y, ammoType [, amount])` (0.9.24) ===
 Spawns an ammo or utility crate at the specified position with the given ammo type and an optional amount (default: 1). The crate type is chosen automatically based on the ammo type.
 Otherwise, this function behaves like `SpawnAmmoCrate`.
 
-=== <tt>!SpawnAmmoCrate(x, y, ammoType [, amount])</tt> ===
+=== `SpawnAmmoCrate(x, y, ammoType [, amount])` ===
 Spawns an ammo crate at the specified position with content of `ammoType` (see [AmmoTypes Ammo Types]). Any `ammoType` is permitted, an ammo crate is spawned even if the ammo is normally defined as an utility.
 If `ammoType` is set to `amNothing`, a random weapon (out of the available weapons from the weapon scheme) will be selected. If `x` and `y` are set to 0, the crate will spawn on a random position (but always on land). The `amount` parameter specifies the amount of ammo contained in the crate. If `amount` is `nil` or `0`, the value set by `SetAmmo` is used, or if `SetAmmo` has not been used, it falls back to the weapon scheme's value. If `amount` is equal to or greater than `AMMO_INFINITE`, the amount is infinite.
 
@@ -90,7 +90,7 @@
 <code language="lua">    SetAmmo(amGrenade, 0, 0, 0, 1) -- grenade ammo crates now contain 1 grenade each
     SpawnAmmoCrate(0, 0, amGrenade) -- spawn grenade ammo crate at random position</code>
 
-=== <tt>!SpawnUtilityCrate(x, y, ammoType [, amount])</tt> ===
+=== `SpawnUtilityCrate(x, y, ammoType [, amount])` ===
 Spawns an utility crate with some ammo at the specified position. The function behaves almost like `SpawnAmmoCrate`, the differences are 1) the crate looks different and 2) if `ammoType` is set to `amNothing`, a random utility out of the set of available utilities from the weapon scheme is chosen as content.
 
 Example:
@@ -98,7 +98,7 @@
 <code language="lua">    SetAmmo(amLaserSight, 0, 0, 0, 1)
     SpawnUtilityCrate(0, 0, amLaserSight)</code>
 
-=== <tt>!SpawnFakeAmmoCrate(x, y, explode, poison) </tt> ===
+=== `SpawnFakeAmmoCrate(x, y, explode, poison) ` ===
 Spawns a crate at the specified coordinates which looks exactly like a real ammo crate but contains not any ammo. It can be use useful for scripted events or to create a trap. If `x` and `y` are set to 0, the crate will spawn on a random position (but always on land).
 `explode` and `poison` are booleans.
 If `explode` is `true`, the crate will explode when collected.
@@ -109,105 +109,105 @@
 <code language="lua">SpawnFakeAmmoCrate(500, 432, false, false) -- Spawns a fake ammo crate at the coordinates (500, 434) without explosion and poison.
 </code>
 
-=== <tt>!SpawnFakeHealthCrate(x, y, explode, poison) </tt> ===
+=== `SpawnFakeHealthCrate(x, y, explode, poison) ` ===
 Same as `SpawnFakeAmmoCrate`, except the crate will look like a health crate.
 
-=== <tt>!SpawnFakeUtilityCrate(x, y, explode, poison) </tt> ===
+=== `SpawnFakeUtilityCrate(x, y, explode, poison) ` ===
 Same as `SpawnFakeAmmoCrate`, except the crate will look like an utility crate.
 
 == Functions to get gear properties ==
 
-=== <tt>!GetGearType(gearUid)</tt> ===
+=== `GetGearType(gearUid)` ===
 This function returns the [GearTypes gear type] for the specified gear, if it exists.  If it doesn't exist, `nil` is returned.
 
-=== <tt>!GetVisualGearType(vgUid)</tt> (0.9.23) ===
+=== `GetVisualGearType(vgUid)` (0.9.23) ===
 This function returns the [VisualGearTypes visual gear type] for the specified visual gear, if it exists.  If it doesn't exist, `nil` is returned.
 
-=== <tt>!GetGearPosition(gearUid)</tt> ===
+=== `GetGearPosition(gearUid)` ===
 Returns x,y coordinates for the specified gear. Not to be confused with `GetGearPos`.
 
-=== <tt>GetGearCollisionMask(gearUid)</tt> ===
+=== `GetGearCollisionMask(gearUid)` ===
 Returns the current collision mask of the given gear. See `SetGearCollisionMask` for an explanation of the mask.
 
-=== <tt>!GetGearRadius(gearUid)</tt> ===
+=== `GetGearRadius(gearUid)` ===
 Returns the `Radius` value for the specified gear. For most [GearTypes gear types] for “projectile” gears (like `gtShell` or `gtGrenade`), the radius refers to the gear's collision radius. This is an invisible circle around the center of the gear which is used for the collision checks. For a few gear types, its radius means something different, see [GearTypes] for a full list.
 
 To set the `Radius` value, use `SetGearValues`.
 
-=== <tt>!GetGearVelocity(gearUid)</tt> ===
+=== `GetGearVelocity(gearUid)` ===
 Returns a tuple of dx,dy values for the specified gear.
 
-=== <tt>!GetFlightTime(gearUid)</tt> ===
+=== `GetFlightTime(gearUid)` ===
 Returns the `FlightTime` of the specified gear. The `FlightTime` is a gear varialbe used to store a general time interval. The precise meaning of the `FlightTime` depends on the gear type.
 
 For example: The `FlightTime` of a hedgehog (`gtHedgehog`) is the time since they last have stood on solid ground. For most projectile gear types (i.e. `gtShell`), it stores the time after it has been launched.
 
-=== <tt>!GetGearElasticity(gearUid) </tt> ===
+=== `GetGearElasticity(gearUid) ` ===
 Returns the elasticity of the specified gear. The elasticity normally determines how strong the gear will bounce after collisions, where higher elasticity is for stronger bounces.
 
 This is also useful for determining if a hog is on a rope or not. If a hog is attached to a rope, or is busy firing one, the elasticity of the rope will be a non-zero number.
 
-=== <tt>!GetGearFriction(gearUid) </tt> ===
+=== `GetGearFriction(gearUid) ` ===
 Returns the friction of the specified gear. The friction normally determines how well the gear will slide on terrain. Higher values are for increased sliding properties.
 
-=== <tt>!GetHogClan(gearUid)</tt> ===
+=== `GetHogClan(gearUid)` ===
 Returns the clan ID of the specified hedgehog gear.
 
-=== <tt>!GetHogTeamName(gearUid)</tt> ===
+=== `GetHogTeamName(gearUid)` ===
 Returns the name of the specified gear’s team. `gearUid` can be a hedgehog or a grave.
 
-=== <tt>!GetHogName(gearUid)</tt> ===
+=== `GetHogName(gearUid)` ===
 Returns the name of the specified hedgehog gear.
 
-=== <tt>!IsHogHidden(gearUid)</tt> (0.9.25) ===
+=== `IsHogHidden(gearUid)` (0.9.25) ===
 Returns true if hedgehog gear is hidden (e.g. via `HideHog` or the !TimeBox), false if it isn't, nil if that hedgehog never existed.
 
-=== <tt>!GetEffect(gearUid, effect)</tt> ===
+=== `GetEffect(gearUid, effect)` ===
 Returns the state of given effect for the given hedgehog gear.
 
 See `SetEffect` for further details.
 
-=== <tt>!GetHogHat(gearUid)</tt> ===
+=== `GetHogHat(gearUid)` ===
 Returns the hat of the specified hedgehog gear.
 
-=== <tt>!GetHogFlag(gearUid)</tt> ===
+=== `GetHogFlag(gearUid)` ===
 Returns the name of the flag of the team of the specified hedgehog gear.
 
-=== <tt>!GetHogFort(gearUid)</tt> (0.9.23) ===
+=== `GetHogFort(gearUid)` (0.9.23) ===
 Returns the name of the fort of the team of the specified hedgehog gear.
 
-=== <tt>!GetHogGrave(gearUid)</tt> ===
+=== `GetHogGrave(gearUid)` ===
 Returns the name of the grave of the team of the specified hedgehog gear.
 
-=== <tt>!GetHogVoicepack(gearUid)</tt> ===
+=== `GetHogVoicepack(gearUid)` ===
 Returns the name of the voicepack of the team of the specified hedgehog gear.
 
-=== <tt>!GetAmmoCount(gearUid, ammoType)</tt> ===
+=== `GetAmmoCount(gearUid, ammoType)` ===
 Returns the ammo count of the specified ammo type for the specified hedgehog gear. If infinite, returns `AMMO_INFINITE`.
 
-=== <tt>!GetAmmoTimer(gearUid, ammoType)</tt> (0.9.25) ===
+=== `GetAmmoTimer(gearUid, ammoType)` (0.9.25) ===
 Returns the currently configured ammo timer (in milliseconds) for the given hedgehog gear and specified ammo type. This is the timer which is set by the player by using the timer keys (1-5). For ammo types for which the timer cannot be changed, `nil` is returned.
 
 Example:
 <code lang="lua">GetAmmoTimer(CurrentHedgehog, amGrenade)
 -- May return 1000, 2000, 3000, 4000 or 5000</code>
 
-=== <tt>!IsHogLocal(gearUid)</tt> (0.9.23) ===
+=== `IsHogLocal(gearUid)` (0.9.23) ===
 Returns `true` if the specified hedgehog gear is controlled by a human player on the computer on which Hedgewars runs on (i.e. not over a computer over the network). Also returns `true` if the hog is a member of any of the local clans. Returns `false` otherwise. Returns `nil` if `gearUid` is invalid.
 
 This is perfect to hide certain captions like weapon messages from enemy eyes.
 
-=== <tt>!GetGearTarget(gearUid, x, y) </tt> ===
+=== `GetGearTarget(gearUid, x, y) ` ===
 Returns the x and y coordinate of target-based weapons/utilities. 
 <b>Note:</b>: This can’t be used in `onGearAdd()` but must be called after gear creation. 
 
-=== <tt>GetX(gearUid)</tt> ===
+=== `GetX(gearUid)` ===
 Returns x coordinate of the gear.
 
-=== <tt>GetY(gearUid)</tt> ===
+=== `GetY(gearUid)` ===
 Returns y coordinate of the gear.
 
-=== <tt>!GetState(gearUid)</tt> ===
+=== `GetState(gearUid)` ===
 Returns the state of the gear. The gear state is a bitmask which is built out of the variables as shown in [States].
 
 This function is usually used in combination with `band` to extract the truth value of a single flag. It is also used together with `SetState` and `bor` in order to activate a single flag.
@@ -236,10 +236,10 @@
 </code>
 
 
-=== <tt>!GetGearMessage(gearUid)</tt> ===
+=== `GetGearMessage(gearUid)` ===
 Returns the message of the gear. This is a bitmask built out of flags seen in [GearMessages].
 
-=== <tt>!GetTag(gearUid)</tt> ===
+=== `GetTag(gearUid)` ===
 Returns the tag of the specified gear (by `gearUid`). 
 
 The `Tag` of a gear is just another arbitrary variable to hold the gear's state. The meaning of a tag depends on the gear type. For example, for `gtBall` gears, it specifies the ball color, for `gtAirAttack` gears (airplane) it specifies the direction of the plane, etc. See [GearTypes] for a full list. The returned value will be an integer.
@@ -256,24 +256,24 @@
 
 The meaning of tags are described in [GearTypes].
 
-=== <tt>!GetFollowGear()</tt> ===
+=== `GetFollowGear()` ===
 Returns the uid of the gear that is currently being followed.
 
-=== <tt>!GetTimer(gearUid)</tt> ===
+=== `GetTimer(gearUid)` ===
 Returns the timer of the gear. This is for example the time it takes for watermelon, mine, etc. to explode. This is also the time used to specify the blowtorch or RC plane time. See [GearTypes] for a full list.
 
-=== <tt>!GetHealth(gearUid)</tt> ===
+=== `GetHealth(gearUid)` ===
 Returns the health of the gear. Depending on the gear type, the gear's “health” can also refer to other things, see [GearTypes] for a full list.
 
-=== <tt>!GetHogLevel(gearUid)</tt> ===
+=== `GetHogLevel(gearUid)` ===
 Returns the bot level ranging from `0` to `5`. `1` is the strongest bot level and `5` is the weakest one (this is the reverse of what players see). `0` is for human player.
 
-=== <tt>!GetGearPos(gearUid)</tt> ===
+=== `GetGearPos(gearUid)` ===
 Get the `Pos` value of the specified gear. `Pos` is just another arbitrary value to hold the state of the gear, such as `Tag` and `Health`, the meaning depends on the gear type. See [GearTypes] for the conrete meaning of a gear's `Pos` value. 
 
 *Important*: Pos is *not* related to the gear's position, use `GetGearPosition` for that.
 
-=== <tt>!GetGearValues(gearUid)</tt> ===
+=== `GetGearValues(gearUid)` ===
 This returns a bunch of values associated with the gear, their meaning is often depending on the gear type and many values might be unused for certain gear types.
 
 This is returned (all variables are integers):
@@ -293,7 +293,7 @@
 local Angle, Power, WDTimer, Radius, Density, Karma, DirAngle, AdvBounce, ImpactSound, nImpactSounds, Tint, Damage, Boom, Scale = GetGearValues(myGear)
 </code>
 
-=== <tt>!GetVisualGearValues(vgUid)</tt> ===
+=== `GetVisualGearValues(vgUid)` ===
 This returns the typically set visual gear values for the specified visual gear `vgUid`, useful if manipulating things like smoke, bubbles or circles. On success, it returns the following values:
 
 `X, Y, dX, dY, Angle, Frame, FrameTicks, State, Timer, Tint, Scale`
@@ -311,16 +311,16 @@
 </code>
 
 == Functions to change position and velocity ==
-=== <tt>!SetGearPosition(gearUid, x, y)</tt> ===
+=== `SetGearPosition(gearUid, x, y)` ===
 Places the specified gear exactly at the position (`x`,`y`). Not to be confused with `SetGearPos`.
 
-=== <tt>!SetGearVelocity(gearUid, dx, dy)</tt> ===
+=== `SetGearVelocity(gearUid, dx, dy)` ===
 Gives the specified gear the velocity of `dx`, `dy`.
 
-=== <tt>CopyPV(gearUid, gearUid)</tt> ===
+=== `CopyPV(gearUid, gearUid)` ===
 This sets the position and velocity of the second gear to the first one.
 
-=== <tt>!FindPlace(gearUid, fall, left, right[, tryHarder])</tt> ===
+=== `FindPlace(gearUid, fall, left, right[, tryHarder])` ===
 Finds a place for the specified gear between x=`left` and x=`right` and places it there. `tryHarder` is optional, setting it to `true`/`false` will determine whether the engine attempts to make additional passes, even attempting to place gears on top of each other.
 
 Example:
@@ -329,7 +329,7 @@
     FindPlace(gear, true, 0, LAND_WIDTH) -- places the gear randomly between 0 and LAND_WIDTH</code>
 
 == Functions to modify gears ==
-=== <tt>!SetGearValues(gearUid, Angle, Power, WDTimer, Radius, Density, Karma, DirAngle, AdvBounce, ImpactSound, ImpactSounds, Tint, Damage, Boom)</tt> ===
+=== `SetGearValues(gearUid, Angle, Power, WDTimer, Radius, Density, Karma, DirAngle, AdvBounce, ImpactSound, ImpactSounds, Tint, Damage, Boom)` ===
 Sets various gear value for the specified gear (`gearUid`). The meaining of each value often depends on the gear type. See the documentation on !GetGearValues for a brief description of the gear values. If `gearUid` is invalid or the gear does not exist, nothing happens.
 
 Set `nil` for each value you do not want to change.
@@ -344,7 +344,7 @@
 end
 </code>
 
-=== <tt>!SetVisualGearValues(vgUid, X, Y, dX, dY, Angle, Frame, !FrameTicks, State, Timer, Tint, Scale)</tt> ===
+=== `SetVisualGearValues(vgUid, X, Y, dX, dY, Angle, Frame, !FrameTicks, State, Timer, Tint, Scale)` ===
 This allows manipulation of the internal state of the visual gear `vgUid`. If `vgUid` is invalid or the `vgUid` does not refer to an existing visual gear, the function does nothing. Thus, you can safely call this function even if you are not sure if the visual gear actually exists.
 
 All visual gear values are numbers. Each visual gear may be using these parameters differently, but the *usual* meaning of these is the following:
@@ -379,7 +379,7 @@
 <code language="lua">  -- set the tint of a visual gear to bright red.
     SetVisualGearValues(circleUid, nil, nil, nil, nil, nil, nil, nil, nil, nil, 0xff0000ff)</code>
 
-=== <tt>SetGearCollisionMask(gearUid, mask)</tt> ===
+=== `SetGearCollisionMask(gearUid, mask)` ===
 Set the collision mask of the given gear with `gearUid`.
 The collision mask defines with which gears and terrain types the gear can collide.
 
@@ -411,16 +411,16 @@
 
 [https://hg.hedgewars.org/hedgewars/file/default/hedgewars/uConsts.pas#l112]
 
-=== <tt>!SetFlightTime(gearUid, flighttime)</tt> ===
+=== `SetFlightTime(gearUid, flighttime)` ===
 Sets the `FlightTime` of the given gear to `flighttime`. The meaning of `FlightTime` is explained in the section `GetFlightTime`.
 
-=== <tt>!SetGearElasticity(gearUid, Elasticity) </tt> ===
+=== `SetGearElasticity(gearUid, Elasticity) ` ===
 Sets the elasticity of the specified gear. For most gears, the elasticity determines how strong the gear will bounce after collisions, where higher elasticity is for stronger bounces. Recommended are values between `0` and `9999`.
 
-=== <tt>!SetGearFriction(gearUid, Friction) </tt> ===
+=== `SetGearFriction(gearUid, Friction) ` ===
 Sets the friction of the specified gear. The friction normally determines how well the gear will slide on terrain. Higher values are for increased sliding properties. `0` is for no sliding whatsoever, where `9999` is for very long slides, greater values are not recommended.
 
-=== <tt>!SetHealth(gearUid, health)</tt> ===
+=== `SetHealth(gearUid, health)` ===
 Sets the health of the specified gear. The “health” of a gear can refer to many things, depending on the gear type.
 
 *Hint*: If you like to increase the health of a hedgehog with nice visual effects, consider using `HealHog` instead.
@@ -454,7 +454,7 @@
        end
     end</code>
 
-=== <tt>HealHog(gearUid, healthBoost[, showMessage[, tint]])</tt> (0.9.24) ===
+=== `HealHog(gearUid, healthBoost[, showMessage[, tint]])` (0.9.24) ===
 Convenience function to increase the health of a hedgehog with default visual effects.
 
 Specifically, this increases the health of the hedgehog gear with the given ID `gearUid` by `healthBoost`, displays some healing particles at the hedgehog and shows the health increae as a message. This is similar to the behavour after taking a health crate, or getting a health boost from vampirism.
@@ -463,8 +463,8 @@
 
 This function does not affect the poison state, however (see `SetEffect`).
 
-=== <tt>!SetEffect(gearUid, effect, effectState)</tt> ===
-Sets the state for one of the effects <tt>heInvulnerable, heResurrectable, hePoisoned, heResurrected, heFrozen</tt> for the specified hedgehog gear.
+=== `SetEffect(gearUid, effect, effectState)` ===
+Sets the state for one of the effects `heInvulnerable, heResurrectable, hePoisoned, heResurrected, heFrozen` for the specified hedgehog gear.
 A value of 0 usually means the effect is disabled, values other than that indicate that it is enabled and in some cases specify e.g. the remaining time of that effect.
 
 || *`effect`* || *Description* || *`effectState`* ||
@@ -483,16 +483,16 @@
         end
     end</code>
 
-=== <tt>!SetHogName(gearUid, name)</tt> ===
+=== `SetHogName(gearUid, name)` ===
 Sets the name of the specified hedgehog gear.
 
-=== <tt>!SetHogTeamName(gearUid, name)</tt> ===
+=== `SetHogTeamName(gearUid, name)` ===
 Sets the team name of the specified gear. The gear can be a hedgehog or grave.
 
-=== <tt>!SetHogHat(gearUid, hat)</tt> ===
+=== `SetHogHat(gearUid, hat)` ===
 Sets the hat of the specified hedgehog gear.
 
-=== <tt>!HogTurnLeft(gearUid, boolean)</tt> ===
+=== `HogTurnLeft(gearUid, boolean)` ===
 Faces the specified hog left or right.
 
 Example:
@@ -500,11 +500,11 @@
 <code language="lua">    HogTurnLeft(CurrentHedgehog, true) -- turns CurrentHedgehog left 
     HogTurnLeft(CurrentHedgehog, false) -- turns CurrentHedgehog right</code>
 
-=== <tt>!SetGearTarget(gearUid, x, y)</tt> ===
+=== `SetGearTarget(gearUid, x, y)` ===
 Sets the x and y coordinate of target-based weapons/utilities.
 *Note*: This can’t be used in onGearAdd() but must be called after gear creation.
 
-=== <tt>!SetState(gearUid, state)</tt> ===
+=== `SetState(gearUid, state)` ===
 Sets the state of the specified gear to the specified `state`. This is a bitmask made out of the variables as seen in [States].
 
 This function is often used together with `GetState` and the bitmask utility functions `band` and `bnot` in order to manipulate a single flag.
@@ -524,10 +524,10 @@
 gstInvisible flag off, thus making it visible again. ]]
 </code>
 
-=== <tt>!SetGearMessage(gearUid, message)</tt> ===
+=== `SetGearMessage(gearUid, message)` ===
 Sets the gear messages of the specified gear. `message` is a bitmask built out of flags seen in [GearMessages].
 
-=== <tt>!SetTag(gearUid, tag)</tt> ===
+=== `SetTag(gearUid, tag)` ===
 Sets the `Tag` value of the specified gear (by `gearUid`). The `Tag` value of a gear is simply an extra variable to modify misc. things. The meaning of a tag depends on the gear type. For example, for `gtBall` gears, it specifies the ball color, for `gtAirAttack` gears (airplane) it specifies the direction of the plane, etc. See [GearTypes] for a full list. `tag` has to be an integer.
 
 Note that the word “tag” here does _not_ refer to the name and health tags you see above hedgehogs, this is something different. 
@@ -541,13 +541,13 @@
 
 The meaning of tags are described in [GearTypes].
 
-=== <tt>!SetTimer(gearUid, timer)</tt> ===
+=== `SetTimer(gearUid, timer)` ===
 Sets the timer of the specified gear. Also see `GetTimer`.
 
-=== <tt>!SetHogLevel(gearUid, level)</tt> ===
+=== `SetHogLevel(gearUid, level)` ===
 Sets the bot level from 0 to 5. `1` is the strongest bot level and `5` is the weakest one (this is the reverse of what players see). `0` means human player.
 
-=== <tt>SetGearAIHints(gearUid, aiHint)</tt> ===
+=== `SetGearAIHints(gearUid, aiHint)` ===
 Set some behaviour hints for computer-controlled hedgehogs for any given gear with `gearUid`.
 
 Set `aiHint` to either of:
@@ -561,10 +561,10 @@
 SetGearAIHints(uselessHog, aihDoesntMatter)
 -- This makes AI hogs stop caring about attacking uselessHog</code>
 
-=== <tt>!SetGearPos(gearUid, value)</tt> ===
+=== `SetGearPos(gearUid, value)` ===
 Sets the `Pos` value (not the position!) of the specified gear to specified value. See `GetGearPos` for more information.
 
-=== <tt>!HideHog(gearUid)</tt> ===
+=== `HideHog(gearUid)` ===
 Removes a hedgehog from the map. The hidden hedgehog can be restored with `RestoreHog(gearUid)`. Since 0.9.23, returns `true` on success and `false` on failure (if gear does not exist / hog is already hidden).
 
 Example: 
@@ -572,7 +572,7 @@
 <code language="lua">    gear = AddGear(...)
      HideHog(gear) -- Hide the newly created gear.</code>
 
-=== <tt>!RestoreHog(gearUid)</tt> ===
+=== `RestoreHog(gearUid)` ===
 Restores a previously hidden hedgehog.  Nothing happens if the hedgehog does not exist or is not hidden.
 
 Example: 
@@ -605,11 +605,11 @@
 <code language="lua">HogSay(CurrentHedgehog, "I'm hungry.", SAY_SAY) -- speech bubble with text “I’m hungry.”</code>
 <code language="lua">HogSay(CurrentHedgehog, "I smell CAKE!", SAY_SHOUT) -- exclamatory bubble with text “I smell CAKE!”</code>
 
-=== <tt>!FollowGear(gearUid)</tt> ===
+=== `FollowGear(gearUid)` ===
 Makes the game client follow the specifiec gear (if it exists). Does not work for visual gears.
 
 == Functions to delete gears ==
-=== <tt>!DeleteGear(gearUid)</tt> ===
+=== `DeleteGear(gearUid)` ===
 Deletes a gear.  If the specified gear did not exist, nothing happens.
 
 Example:
@@ -617,7 +617,7 @@
 <code language="lua">    gear = AddGear(...)
     DeleteGear(gear) -- Delete the newly created gear.</code>
 
-=== <tt>!DeleteVisualGear(vgUid)</tt> ===
+=== `DeleteVisualGear(vgUid)` ===
 Deletes a visual gear.  If it does not exist, nothing happens. 
 
 Note, most visual gears delete themselves after a while.