diff --git a/doc/lua_api.md b/doc/lua_api.md index de8cfee65..0bc56999f 100644 --- a/doc/lua_api.md +++ b/doc/lua_api.md @@ -7800,7 +7800,7 @@ child will follow movement and rotation of that bone. > Returned rotation is in degrees, not radians. * `set_bone_override(bone, override)` * `bone`: string - * `override`: `position = property, rotation = property, scale = property}` or `nil` + * `override`: `{position = property, rotation = property, scale = property}` or `nil` * `property`: `{vec = vector, interpolation = 0, absolute = false}` or `nil`; * `vec` is in the same coordinate system as the model, and in degrees for rotation * `property = nil` is equivalent to no override on that property @@ -8035,7 +8035,7 @@ child will follow movement and rotation of that bone. `"type"` (or the deprecated `"hud_elem_type"`). * `hud_get(id)`: gets the HUD element definition structure of the specified ID * `hud_get_all()`: - * Returns a table in the form `{ [id] = HUD definition, [id] = ...}`. + * Returns a table in the form `{[id] = HUD definition, [id] = ...}`. * A mod should keep track of its introduced IDs and only use this to access foreign elements. * It is discouraged to change foreign HUD elements. * `hud_set_flags(flags)`: sets specified HUD flags of player.