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authorpeterbell10 <peterbell10@live.co.uk>2017-08-25 14:43:18 +0200
committerAlexander Harkness <me@bearbin.net>2017-08-25 14:43:18 +0200
commitf4f2fc7c3d76eb3dc5a91c5eefb36c10597d6cb7 (patch)
tree70139b1ad7ed221e4b75c3a9e247b337de68eb07 /Server/Plugins/APIDump/Classes/World.lua
parentcompile.sh update. Fixed -d and -n, intelligent thread choice (#3960) (diff)
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Diffstat (limited to 'Server/Plugins/APIDump/Classes/World.lua')
-rw-r--r--Server/Plugins/APIDump/Classes/World.lua4
1 files changed, 2 insertions, 2 deletions
diff --git a/Server/Plugins/APIDump/Classes/World.lua b/Server/Plugins/APIDump/Classes/World.lua
index 62d71828f..d523f3881 100644
--- a/Server/Plugins/APIDump/Classes/World.lua
+++ b/Server/Plugins/APIDump/Classes/World.lua
@@ -18,7 +18,7 @@ return
Each world runs several separate threads used for various housekeeping purposes, the most important
of those is the Tick thread. This thread updates the game logic 20 times per second, and it is
the thread where all the gameplay actions are evaluated. Liquid physics, entity interactions,
- player ovement etc., all are applied in this thread.</p>
+ player movement etc., all are applied in this thread.</p>
<p>
Additional threads include the generation thread (generates new chunks as needed, storage thread
(saves and loads chunk from the disk), lighting thread (updates block light values) and the
@@ -901,7 +901,7 @@ function OnAllChunksAvailable()</pre> All return values from the callbacks are i
{
{
Name = "PlayerUUID",
- Type = "string",
+ Type = "cUUID",
},
{
Name = "CallbackFunction",