LuaLibraryAnimate: Fix wrong example code: onPreciseLocal does not exist
authorWuzzy
Wed, 21 Jun 2023 14:31:31 +0000
changeset 2250 f4c68be644c2
parent 2249 dd8b0bad793a
child 2251 97c035342b4c
LuaLibraryAnimate: Fix wrong example code: onPreciseLocal does not exist
LuaLibraryAnimate.wiki
--- a/LuaLibraryAnimate.wiki	Wed Jun 21 14:28:52 2023 +0000
+++ b/LuaLibraryAnimate.wiki	Wed Jun 21 14:31:31 2023 +0000
@@ -83,17 +83,11 @@
 
 Once all animations in the animation list have been played, the game returns to the *Not Animating* state and behaves normally again.
 
-<code language="lua">function onPreciseLocal()
-    if AnimInProgress() then
-        SetAnimSkip(true)
-    end
-end</code>
-
 === Skipping ===
 
 You can optionally allow to skip animations so allows players can skip the currently running animation. Skipping is *not* enabled by default. By convention, pressing the Precise key in singleplayer missions should skip the current animation. We recommend to use the following code to enable skipping with the Precise key:
 
-<code language="lua">function onPreciseLocal()
+<code language="lua">function onPrecise()
     if AnimInProgress() then
         SetAnimSkip(true)
     end
@@ -177,10 +171,10 @@
 ==== `SetAnimSkip(bool)` ====
 Sets the state of animation skipping to `true` or `false`. If `true`, animations will be skipped. It is useful in case the player is allowed to skip the animation. Note this library will automatically reset the state back to `false` from time to time.
 
-By convention, a cut scene in a singleplayer mission should be skipped when the player presses the Precise key. In this case, use the `onPreciseLocal` callback for this.
+By convention, a cut scene in a singleplayer mission should be skipped when the player presses the Precise key. In this case, use the `onPrecise` callback for this.
 
 Example:
-<code language="lua">function onPreciseLocal()
+<code language="lua">function onPrecise()
     if AnimInProgress() then
         SetAnimSkip(true)
     end