Switch out l() syntax to [] in docs (#851)
* Switch out l() syntax to [] in docs * Using map syntactic sugar as well. Co-authored-by: gnembon <41132274+gnembon@users.noreply.github.com>
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@@ -102,7 +102,7 @@ which in this case can be radically simplified:
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<pre>
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query(p, 'name') <=> p ~ 'name' // much shorter and cleaner
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query(p, 'holds', 'offhand') <=> p ~ l('holds', 'offhand') // not really but can be done
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query(p, 'holds', 'offhand') <=> p ~ ['holds', 'offhand'] // not really but can be done
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</pre>
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### `query(e, 'removed')`
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@@ -151,7 +151,7 @@ Returns a 3d vector where the entity is looking.
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### `query(e, 'motion')`
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Triple of entity's motion vector, `l(motion_x, motion_y, motion_z)`. Motion represents the velocity from all the forces
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Triple of entity's motion vector, `[motion_x, motion_y, motion_z]`. Motion represents the velocity from all the forces
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that exert on the given entity. Things that are not 'forces' like voluntary movement, or reaction from the ground are
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not part of said forces.
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@@ -573,11 +573,11 @@ Removes (not kills) entity from the game.
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Kills the entity.
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### `modify(e, 'pos', x, y, z), modify(e, 'pos', l(x,y,z) )`
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### `modify(e, 'pos', x, y, z), modify(e, 'pos', [x,y,z] )`
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Moves the entity to a specified coords.
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### `modify(e, 'location', x, y, z, yaw, pitch), modify(e, 'location', l(x, y, z, yaw, pitch) )`
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### `modify(e, 'location', x, y, z, yaw, pitch), modify(e, 'location', [x, y, z, yaw, pitch] )`
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Changes full location vector all at once.
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@@ -599,11 +599,11 @@ When pointing straight up or down, yaw will stay the same.
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For living entities, controls their head and body yaw angle.
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### `modify(e, 'move', x, y, z), modify(e, 'move', l(x,y,z) )`
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### `modify(e, 'move', x, y, z), modify(e, 'move', [x,y,z] )`
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Moves the entity by a vector from its current location.
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### `modify(e, 'motion', x, y, z), modify(e, 'motion', l(x,y,z) )`
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### `modify(e, 'motion', x, y, z), modify(e, 'motion', [x,y,z] )`
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Sets the motion vector (where and how much entity is moving).
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@@ -611,7 +611,7 @@ Sets the motion vector (where and how much entity is moving).
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Sets the corresponding component of the motion vector.
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### `modify(e, 'accelerate', x, y, z), modify(e, 'accelerate', l(x, y, z) )`
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### `modify(e, 'accelerate', x, y, z), modify(e, 'accelerate', [x, y, z] )`
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Adds a vector to the motion vector. Most realistic way to apply a force to an entity.
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@@ -662,15 +662,15 @@ Mounts the entity to the `other`.
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Shakes off all passengers.
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### `modify(e, 'mount_passengers', passenger, ? ...), modify(e, 'mount_passengers', l(passengers) )`
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### `modify(e, 'mount_passengers', passenger, ? ...), modify(e, 'mount_passengers', [passengers] )`
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Mounts on all listed entities on `e`.
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### `modify(e, 'tag', tag, ? ...), modify(e, 'tag', l(tags) )`
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### `modify(e, 'tag', tag, ? ...), modify(e, 'tag', [tags] )`
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Adds tag(s) to the entity.
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### `modify(e, 'clear_tag', tag, ? ...), modify(e, 'clear_tag', l(tags) )`
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### `modify(e, 'clear_tag', tag, ? ...), modify(e, 'clear_tag', [tags] )`
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Removes tag(s) from the entity.
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@@ -867,7 +867,7 @@ protect_villager(entity, amount, source, source_entity, healing_player) ->
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(
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if(source_entity && source_entity~'type' != 'player',
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modify(entity, 'health', amount + entity~'health' );
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particle('end_rod', pos(entity)+l(0,3,0));
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particle('end_rod', pos(entity)+[0,3,0]);
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print(str('%s healed thanks to %s', entity, healing_player))
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)
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);
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