LuaAPI.wiki
changeset 869 a09b1abfe5e8
parent 866 e8d5c66477b7
child 871 3222b4cfef8a
--- a/LuaAPI.wiki	Sat Apr 09 20:29:29 2016 +0100
+++ b/LuaAPI.wiki	Sun Apr 10 09:51:51 2016 +0100
@@ -923,7 +923,7 @@
 Checks the rectangle between the given coordinates for possible collisions. Set `landOnly` to `true` if you don’t want to check for collisions with gears (hedgehogs, etc.).
 
 ==== <tt>!PlaceGirder(x, y, state)</tt> (0.9.16) ====
-Places a girder with centre points `x`, `y` and a certain length and orientation, specified by `state`.
+Attempts to place girder with centre points `x`, `y` and a certain length and orientation, specified by `state`. The girder can only be placed in open space and must not collide with anything so this function may fail. It will return `true` on successful placement and `false` on failure.
 
 These are the accepted states:
 
@@ -938,8 +938,7 @@
 || 7 || long || increasing right ||
 
 ==== <tt>!PlaceSprite(x, y, sprite, frameIdx, tint, behind, flipHoriz, flipVert, [, landFlag, ...])</tt> ====
-Places a [Sprites sprite] at the specified position (`x`, `y`) on the map, it behaves like terrain then. `frameIdx` is the frame index starting by 0. The placement may fail, for example if the sprite goes too far out of the land boundaries. The function returns `true` if the placement was successful, `false` otherwise.
-`frameIdx` is used if the sprite consists of several sub-images. Only a subset of the sprites is currently supported by this function:
+Places a [Sprites sprite] at the specified position (`x`, `y`) on the map, it behaves like terrain then. Unlike `PlaceGirder`, this function does not check for collisions, so the sprite can be placed anywhere within map boundaries. The function returns `true` if the placement was successful, `false` otherwise. `frameIdx` is the frame index starting by 0. `frameIdx` is used if the sprite consists of several sub-images. Only a subset of the sprites is currently supported by this function:
 
  * `sprAmGirder`
  * `sprAmRubber`