Rephrasing and grammar changes#157
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Changed a few misspellings and edited the grammar to make the flow more natural.
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Not ready to merge, link is broken as determined by local build. |
Fixed the broken link. Also edited one more sentence to align with the rest of the doc.
OrsellGit
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Everything grammer wise is good, some content changes/updates would also be a nice addition.
docs/angelscript/guide/chapter1.md
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| > The AngelCode Scripting Library, or AngelScript as it is also known, is an extremely flexible cross-platform scripting library designed to allow applications to extend their functionality through external scripts. | ||
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| Besides that, you can treat AngelScript as some sort of hybrid between C++ and Python. In some areas it behaves like C++, for example it is statically typed, meaning that when you are declaring a variable you also have to declare it's types, and it also implements it's own version of pointers (called handles); it also aims to help out users in writing code, whether by dissallowing certain operations or by assuming. More on that will be explained in later parts of the guide. | ||
| Besides that, you may treat AngelScript as a sort of hybrid between C++ and Python. It behaves like C++ in some areas - for example, when it is statically typed. Just as in C++, when you declare a variable in AngelScript, you also must declare its types. In addition, AngelScript also implements its own version of pointers (called handles). It also aims to help users in writing its code, whether by disallowing certain operations or by assuming. More on that will be explained in later parts of the guide. |
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Remove the piece where its a hybrid like Python language since this isn't quite true, then this should be good to go. Also the "in some areas" bit is not needed since its almost like C++. If you want a language to compare it with that AngelScript is like, then use C#.
docs/angelscript/guide/chapter1.md
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| ## What can you do with AngelScript | ||
| This question is not properly asked, because AngelScript will allow you to do mostly anything you want, however it's main task in Strata Source is to allow users to create custom entities, create custom commands, bind to in-game events, and more. | ||
| ## What Can You Do With AngelScript | ||
| This question is not asked properly; AngelScript will allow you to do most anything you would like it to. However, its main purpose in Strata Source is to allow users to create custom entities, custom commands, bind to in-game events, and more. |
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TLDR: Using what I have said in the tutorial, it doesn't currently let you do anything, but it lets you do more stuff similar to if you had engine code access.
The better answer to this question would be that AngelScript allows for a closer connection to the internal engine code by having the engine provide various APIs to its internal classes so you can do various things like create custom entities, create your own ConCommands and ConVars, custom weapons, TLDR various things that aren't normally quite easy to do with VScript since how Valve designed it made it a bit detached from the actual engine without some extra work to make it supported. AngelScript made it easier to implement such things rather than the current VScript structure.
docs/angelscript/guide/chapter1.md
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| The answer is pretty simple, each file that contains your code should be ended with the **.as** extension and be placed in the **code/** folder of a respective `Game` searchpath. Example locations would be `p2ce/custom/my-addon/code/<files>` or just `p2ce/code/<files>` (the latter not being recommended). | ||
| ### Loading Code | ||
| Where should you place the files containing your code? | ||
| The answer is quite simple. Each file that contains your code should end with the **.as** extension and be placed in the **code/** folder of your respective `Game` searchpath. Example locations would be `p2ce/custom/my-addon/code/<files>` or just `p2ce/code/<files>` (the latter is not recommended). |
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"The answer is quite simple." Not needed.
Mention that it can be placed inside the code folder of an addon created with the SDK Launcher (which you could provide a link to, since I believe there is one for using the SDK Launcher in the Modding section).
docs/angelscript/guide/chapter1.md
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| The `Msg(string)` function will serve you as a way to view your variables (like print or cout), just do `Msg(a)` where a is your variable and a will get printed to the console! | ||
| Remember to add `"\n"` to the input of Msg (or just call `Msg("\n");` after your message), otherwise everything will print in one line! | ||
| The `Msg(string)` function will serve as a way to view your variables (like print or cout). Just type `Msg(a)` where *a* is your variable, and *a* will be printed to the console. | ||
| Remember to add `"\n"` to the input of Msg (or just call `Msg("\n");` after your message), otherwise everything will print in one line. |
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A section mentioning Msgl's (Msg + l) existence would be nice also to explain that this adds a "\n" for the user to the end of the msg they input.
Changed a few misspellings in Chapter 1 and edited the grammar to make the flow more natural. Maintained the overall description.