diff --git a/docs/en/embedding.md b/docs/en/embedding.md
index 099db3b..079c1bc 100644
--- a/docs/en/embedding.md
+++ b/docs/en/embedding.md
@@ -2,7 +2,7 @@
CLEO Redux can be embedded and run JS scripts on an unknown (i.e. not [supported officially](./introduction.md#supported-releases)) host. A *host* is an application in which process `cleo_redux.asi` or `cleo_redux64.asi` [gets loaded or injected](#loading-into-custom-process) and where the CLEO runtime [runs](#launching-the-cleo-runtime). This feature is highly experimental and subject to change at any moment.
-[See demo on YouTube](https://www.youtube.com/watch?v=rk2LvDt7UkI).
+
## Loading into custom process
diff --git a/docs/en/fluent-interface.md b/docs/en/fluent-interface.md
index 091427f..a80af5b 100644
--- a/docs/en/fluent-interface.md
+++ b/docs/en/fluent-interface.md
@@ -1,5 +1,7 @@
# Fluent Interface
+
+
Methods on constructible entities (such as `Player`, `Car`, `Char` -- any entities created via a constructor method) support chaining (also known as Fluent Interface). It allows to write code like this:
```js
@@ -13,8 +15,6 @@ p.giveWeapon(2, 100)
.setBleeding(true);
```
-[See demo on YouTube](https://www.youtube.com/watch?v=LLgJ0fWbklg).
-
Destructor methods interrupt the chain. E.g. given the code:
`Char.Create(0, 0, 0, 0, 0).setCoordinates(0, 0, 0).delete()`
diff --git a/docs/en/other-features.md b/docs/en/other-features.md
index 09ae399..df12d90 100644
--- a/docs/en/other-features.md
+++ b/docs/en/other-features.md
@@ -1,10 +1,10 @@
# Other Features
-CLEO Redux puts focus on improving dev experience and make scripting process easier.
+CLEO Redux puts focus on improving dev experience and make scripting process easier.
## Integration with Visual Studio Code
-[See demo on YouTube](https://youtu.be/jqz8_lGnG4g)
+
VS Code has excellent JavaScript support out of the box and is highly customizable. CLEO Redux generates typings for all supported commands that you can use when writing JavaScript in VS Code. Add the following line in your `*.js` script to get the full autocomplete support:
@@ -32,7 +32,6 @@ For `Unknown` host
///
```
-
This line instructs VS Code where to look for the commands definitions for the autocomplete feature. The `path` can be relative to the script file or be absolute. [Find out more information](https://www.typescriptlang.org/docs/handbook/triple-slash-directives.html#-reference-path-) on the official TypeScript portal.
## SCM Log
@@ -45,14 +44,14 @@ In JavaScript code use `CLEO.debug.trace(true)` to trace all commands. Use `CLEO
CLEO monitors active scripts and reloads them in game as they change
-[See demo on YouTube](https://www.youtube.com/watch?v=WanLojClqFw)
+
Adding a new script file in the [CLEO directory](./cleo-directory.md) or deleting one while the game is running starts or stops the script automatically
-[See demo on YouTube](https://www.youtube.com/watch?v=LAi2syrsxJg)
+
Hot reload for CS scripts does not work when CLEO Redux runs alongside CLEO Library (e.g. in classic San Andreas).
## Main Menu Information
-CLEO Redux displays the information such as the version and the amount of active scripts in the main menu of GTA III / Vice City and San Andreas. To disable this information set [`DisplayMenuInfo`](./config.md#general) to `0`.
\ No newline at end of file
+CLEO Redux displays the information such as the version and the amount of active scripts in the main menu of GTA III / Vice City and San Andreas. To disable this information set [`DisplayMenuInfo`](./config.md#general) to `0`.
diff --git a/docs/en/using-fxt.md b/docs/en/using-fxt.md
index d793560..2271d9b 100644
--- a/docs/en/using-fxt.md
+++ b/docs/en/using-fxt.md
@@ -4,9 +4,9 @@ CLEO Redux supports custom text content without the need to edit game files.
## Static FXT files
-[See demo on YouTube](https://youtu.be/ctsKy7WnY9o)
+
-CLEO Redux can load and serve static text content. Create a new file with the `.fxt` extension and put it in the `CLEO\CLEO_TEXT` [folder](./cleo-directory.md). The file name can be any valid name.
+CLEO Redux can load and serve static text content. Create a new file with the `.fxt` extension and put it in the `CLEO\CLEO_TEXT` [folder](./cleo-directory.md). The file name can be any valid name.
Each FXT file contains a list of the key-value entries in the following format:
@@ -31,10 +31,9 @@ Text.PrintHelp('KEY1') // displays
You can find the commands available in each game in the Sanny Builder Library, e.g. [for San Andreas: DE](https://library.sannybuilder.com/#/sa_unreal/classes/Text).
-
## FxtStore
-[See demo on YouTube](https://youtu.be/FLyYyrGz1Xg)
+
CLEO Redux provides an interface for manipulating custom text directly in JavaScript code. There is a static variable, named `FxtStore` with the following interface:
@@ -57,6 +56,7 @@ declare interface FxtStore {
Using `FxtStore` you can create unique keys and values in the script and put it in local FXT storage. Each script owns a private storage and keys from one script will not conflict with other scripts. Also keys defined in the FxtStore will shadow the same keys defined in static FXT files. Consider the example:
custom.fxt:
+
```
MY_KEY Text from FXT file
```
@@ -64,11 +64,11 @@ MY_KEY Text from FXT file
custom.js:
```js
-Text.PrintHelp('MY_KEY') // this displays "Text from FXT file"
-FxtStore.insert('MY_KEY', 'Text from script');
-Text.PrintHelp('MY_KEY') // this displays "Text from script"
-FxtStore.delete('MY_KEY')
-Text.PrintHelp('MY_KEY') // this displays "Text from FXT file" again
+Text.PrintHelp("MY_KEY"); // this displays "Text from FXT file"
+FxtStore.insert("MY_KEY", "Text from script");
+Text.PrintHelp("MY_KEY"); // this displays "Text from script"
+FxtStore.delete("MY_KEY");
+Text.PrintHelp("MY_KEY"); // this displays "Text from FXT file" again
```
A private FXT storage is not supported in San Andreas: The Definitive Edition. Each script there modifies the global FXT storage. This behavior may change in the future.
@@ -76,10 +76,9 @@ A private FXT storage is not supported in San Andreas: The Definitive Edition. E
Custom text can be constructed dynamically, e.g.:
```js
-while(true) {
- wait(0);
- FxtStore.insert('TIME', 'Timestamp: ' + Date.now());
- Text.PrintHelp('TIME') // this displays "Timestamp: " and the updated timestamp value
+while (true) {
+ wait(0);
+ FxtStore.insert("TIME", "Timestamp: " + Date.now());
+ Text.PrintHelp("TIME"); // this displays "Timestamp: " and the updated timestamp value
}
```
-