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Add more GUID documentation
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@@ -92,7 +92,7 @@ namespace LuaGlobalFunctions
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/**
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/**
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* Finds and Returns [Player] by guid if found
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* Finds and Returns [Player] by guid if found
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*
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*
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* @param uint64 guid : guid of the [Player]
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* @param uint64 guid : guid of the [Player], you can get it with [Object:GetGUID]
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* @return [Player] player
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* @return [Player] player
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*/
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*/
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int GetPlayerByGUID(Eluna* /*E*/, lua_State* L)
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int GetPlayerByGUID(Eluna* /*E*/, lua_State* L)
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@@ -359,12 +359,18 @@ namespace LuaGlobalFunctions
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/**
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/**
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* Returns the low GUID from a GUID.
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* Returns the low GUID from a GUID.
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*
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*
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* A GUID consists of a low GUID, type ID, and possibly an entry ID depending on the type ID.
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*
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* Low GUID is an ID to distinct the objects of the same type.
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* Low GUID is an ID to distinct the objects of the same type.
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* Creatures in instances are also assigned new GUIDs when the Map is created.
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*
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*
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* [Player] and [Creature] for example can have the same low GUID but not GUID.
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* [Player] and [Creature] for example can have the same low GUID but not GUID.
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*
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*
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* A GUID consists of a low GUID, type ID, and possibly an entry ID depending on the type ID.
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* On TrinityCore all low GUIDs are different for all objects of the same type.
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* For example creatures in instances are assigned new GUIDs when the Map is created.
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*
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* On MaNGOS and cMaNGOS low GUIDs are unique only on the same map.
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* For example creatures in instances use the same low GUID assigned for that spawn in the database.
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* This is why to identify a creature you have to know the instanceId and low GUID. See [Map:GetIntstanceId]
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*
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*
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* @param uint64 guid : GUID of an [Object]
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* @param uint64 guid : GUID of an [Object]
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* @return uint32 lowguid : low GUID of the [Object]
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* @return uint32 lowguid : low GUID of the [Object]
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