Improve documentation.
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@ -3027,7 +3027,7 @@ messageExpiredVoiceNote = MessageContent;
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//@description A message with a location
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//@location The location description
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//@live_period Time relative to the message send date, for which the location can be updated, in seconds; if 0x7FFFFFFF, then location can be updated forever
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//@expires_in Left time for which the location can be updated, in seconds. updateMessageContent is not sent when this field changes
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//@expires_in Left time for which the location can be updated, in seconds. If 0, then the location can't be updated anymore. The update updateMessageContent is not sent when this field changes
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//@heading For live locations, a direction in which the location moves, in degrees; 1-360. If 0 the direction is unknown
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//@proximity_alert_radius For live locations, a maximum distance to another chat member for proximity alerts, in meters (0-100000). 0 if the notification is disabled. Available only to the message sender
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messageLocation location:location live_period:int32 expires_in:int32 heading:int32 proximity_alert_radius:int32 = MessageContent;
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@ -3042,8 +3042,8 @@ messageContact contact:contact = MessageContent;
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messageAnimatedEmoji animated_emoji:animatedEmoji emoji:string = MessageContent;
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//@description A dice message. The dice value is randomly generated by the server
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//@initial_state The animated stickers with the initial dice animation; may be null if unknown. updateMessageContent will be sent when the sticker became known
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//@final_state The animated stickers with the final dice animation; may be null if unknown. updateMessageContent will be sent when the sticker became known
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//@initial_state The animated stickers with the initial dice animation; may be null if unknown. The update updateMessageContent will be sent when the sticker became known
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//@final_state The animated stickers with the final dice animation; may be null if unknown. The update updateMessageContent will be sent when the sticker became known
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//@emoji Emoji on which the dice throw animation is based
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//@value The dice value. If the value is 0, the dice don't have final state yet
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//@success_animation_frame_number Number of frame after which a success animation like a shower of confetti needs to be shown on updateMessageSendSucceeded
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