Reimplement a few methods

This commit is contained in:
Foereaper
2014-12-23 15:06:24 +01:00
parent 1271d6bc92
commit 6a407404ec
2 changed files with 44 additions and 17 deletions

View File

@@ -285,9 +285,9 @@ ElunaRegister<Unit> UnitMethods[] =
#endif
{ "SetSpeed", &LuaUnit::SetSpeed }, // :SetSpeed(type, speed[, forced]) - Sets speed for the movement type (0 = walk, 1 = run ..)
// {"SetStunned", &LuaUnit::SetStunned}, // :SetStunned([enable]) - Stuns or removes stun
// {"SetRooted", &LuaUnit::SetRooted}, // :SetRooted([enable]) - Roots or removes root
// {"SetConfused", &LuaUnit::SetConfused}, // :SetConfused([enable]) - Sets confused or removes confusion
// {"SetFeared", &LuaUnit::SetFeared}, // :SetFeared([enable]) - Fears or removes fear
{"SetRooted", &LuaUnit::SetRooted}, // :SetRooted([enable]) - Roots or removes root
{"SetConfused", &LuaUnit::SetConfused}, // :SetConfused([enable]) - Sets confused or removes confusion
{"SetFeared", &LuaUnit::SetFeared}, // :SetFeared([enable]) - Fears or removes fear
{ "SetPvP", &LuaUnit::SetPvP }, // :SetPvP([apply]) - Sets the units PvP on or off
#if (!defined(TBC) && !defined(CLASSIC))
{ "SetFFA", &LuaUnit::SetFFA }, // :SetFFA([apply]) - Sets the units FFA tag on or off

View File

@@ -1212,26 +1212,53 @@ namespace LuaUnit
return 0;
}*/
/*int SetRooted(Eluna* E, lua_State* L, Unit* unit)
/**
* Roots the [Unit] to the ground, if 'false' specified, unroots the [Unit].
*
* @param bool apply = true
*/
int SetRooted(Eluna* E, lua_State* L, Unit* unit)
{
bool apply = Eluna::CHECKVAL<bool>(L, 2, true);
#ifndef TRINITY
unit->SetRoot(apply);
#else
unit->SetControlled(apply, UNIT_STATE_ROOT);
#endif
return 0;
}*/
}
/*int SetConfused(Eluna* E, lua_State* L, Unit* unit)
/**
* Confuses the [Unit], if 'false' specified, the [Unit] is no longer confused.
*
* @param bool apply = true
*/
int SetConfused(Eluna* E, lua_State* L, Unit* unit)
{
bool apply = Eluna::CHECKVAL<bool>(L, 2, true);
#ifndef TRINITY
unit->SetConfused(apply);
#else
unit->SetControlled(apply, UNIT_STATE_CONFUSED);
#endif
return 0;
}*/
}
/*int SetFeared(Eluna* E, lua_State* L, Unit* unit)
/**
* Fears the [Unit], if 'false' specified, the [Unit] is no longer feared.
*
* @param bool apply = true
*/
int SetFeared(Eluna* E, lua_State* L, Unit* unit)
{
bool apply = Eluna::CHECKVAL<bool>(L, 2, true);
#ifndef TRINITY
unit->SetFeared(apply);
#else
unit->SetControlled(apply, UNIT_STATE_FLEEING);
#endif
return 0;
}*/
}
/*int SetCanFly(Eluna* E, lua_State* L, Unit* unit)
{