From 1bfaf5a44b557884adaaf1af354f336ac3a2d955 Mon Sep 17 00:00:00 2001 From: Rochet2 Date: Thu, 17 Jul 2014 22:00:13 +0300 Subject: [PATCH] Update LuaFunctions.cpp --- LuaFunctions.cpp | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/LuaFunctions.cpp b/LuaFunctions.cpp index 7b2c9da..6424d23 100644 --- a/LuaFunctions.cpp +++ b/LuaFunctions.cpp @@ -344,8 +344,8 @@ ElunaRegister UnitMethods[] = { "CastSpell", &LuaUnit::CastSpell }, // :CastSpell(target, spellID[, triggered]) - Casts spell on target (player/npc/creature), if triggered is true then instant cast { "CastCustomSpell", &LuaUnit::CastCustomSpell }, // :CastCustomSpell(&Unit target, uint32 spell, bool triggered = false, int32 bp0 = nil, int32 bp1 = nil, int32 bp2 = nil, &Item castItem = nil, uint64 originalCaster = 0) - Casts spell on target (player/npc/creature), if triggered is true then instant cast. pb0, 1 and 2 are modifiers for the base points of the spell. { "CastSpellAoF", &LuaUnit::CastSpellAoF }, // :CastSpellAoF(x, y, z, spellID[, triggered]) - Casts the spell on coordinates, if triggered is false has mana cost and cast time - { "PlayDirectSound", &LuaUnit::PlayDirectSound }, // :PlayDirectSound(soundId, player) - Unit plays soundID to player, or everyone around if no player - { "PlayDistanceSound", &LuaUnit::PlayDistanceSound }, // :PlayDistanceSound(soundId, player) - Unit plays soundID to player, or everyone around if no player. The sound fades the further you are + { "PlayDirectSound", &LuaUnit::PlayDirectSound }, // :PlayDirectSound(soundId[, player]) - Unit plays soundID to player, or everyone around if no player + { "PlayDistanceSound", &LuaUnit::PlayDistanceSound }, // :PlayDistanceSound(soundId[, player]) - Unit plays soundID to player, or everyone around if no player. The sound fades the further you are { "Kill", &LuaUnit::Kill }, // :Kill(target, durabilityLoss) - Unit kills the target. Durabilityloss is true by default { "StopSpellCast", &LuaUnit::StopSpellCast }, // :StopSpellCast([spellId]) - Stops the unit from casting a spell. If a spellId is defined, it will stop that unit from casting that spell { "InterruptSpell", &LuaUnit::InterruptSpell }, // :InterruptSpell(spellType[, delayed]) - Interrupts the unit's spell by the spellType. If delayed is true it will skip if the spell is delayed.