Add more GUID documentation

This commit is contained in:
Rochet2
2015-03-07 17:12:09 +02:00
parent 2d672d8828
commit 6badad938d

View File

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