mirror of
https://github.com/azerothcore/mod-ale
synced 2025-11-29 15:38:17 +08:00
@@ -22,9 +22,9 @@ namespace LuaCreature
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*
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* @return bool reputationDisabled
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*/
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int IsReputationGainDisabled(Eluna* E, Creature* creature)
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int IsReputationGainDisabled(Eluna* /*E*/, lua_State* L, Creature* creature)
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{
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Eluna::Push(E->L, creature->IsReputationGainDisabled());
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Eluna::Push(L, creature->IsReputationGainDisabled());
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return 1;
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}
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@@ -34,12 +34,12 @@ namespace LuaCreature
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*
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* @return bool regeneratesHealth
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*/
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int CanRegenerateHealth(Eluna* E, Creature* creature)
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int CanRegenerateHealth(Eluna* /*E*/, lua_State* L, Creature* creature)
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{
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#ifndef TRINITY
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Eluna::Push(E->L, creature->IsRegeneratingHealth());
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Eluna::Push(L, creature->IsRegeneratingHealth());
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#else
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Eluna::Push(E->L, creature->isRegeneratingHealth());
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Eluna::Push(L, creature->isRegeneratingHealth());
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#endif
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return 1;
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}
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@@ -51,14 +51,14 @@ namespace LuaCreature
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* @param uint32 questID : the ID of a [Quest]
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* @return bool completesQuest
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*/
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int CanCompleteQuest(Eluna* E, Creature* creature)
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int CanCompleteQuest(Eluna* /*E*/, lua_State* L, Creature* creature)
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{
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uint32 quest_id = Eluna::CHECKVAL<uint32>(E->L, 2);
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uint32 quest_id = Eluna::CHECKVAL<uint32>(L, 2);
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#ifndef TRINITY
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Eluna::Push(E->L, creature->HasInvolvedQuest(quest_id));
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Eluna::Push(L, creature->HasInvolvedQuest(quest_id));
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#else
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Eluna::Push(E->L, creature->hasInvolvedQuest(quest_id));
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Eluna::Push(L, creature->hasInvolvedQuest(quest_id));
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#endif
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return 1;
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}
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@@ -70,14 +70,14 @@ namespace LuaCreature
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* @param bool mustBeDead = false : if `true`, only returns `true` if the [Creature] is also dead. Otherwise, it must be alive.
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* @return bool targetable
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*/
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int IsTargetableForAttack(Eluna* E, Creature* creature)
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int IsTargetableForAttack(Eluna* /*E*/, lua_State* L, Creature* creature)
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{
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bool mustBeDead = Eluna::CHECKVAL<bool>(E->L, 2, false);
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bool mustBeDead = Eluna::CHECKVAL<bool>(L, 2, false);
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#ifdef MANGOS
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Eluna::Push(E->L, creature->IsTargetableForAttack(mustBeDead));
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Eluna::Push(L, creature->IsTargetableForAttack(mustBeDead));
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#else
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Eluna::Push(E->L, creature->isTargetableForAttack(mustBeDead));
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Eluna::Push(L, creature->isTargetableForAttack(mustBeDead));
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#endif
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return 1;
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}
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@@ -91,13 +91,13 @@ namespace LuaCreature
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* @param bool checkFaction = true : if `true`, the [Creature] must be the same faction as `friend` to assist
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* @return bool canAssist
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*/
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int CanAssistTo(Eluna* E, Creature* creature)
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int CanAssistTo(Eluna* /*E*/, lua_State* L, Creature* creature)
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{
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Unit* u = Eluna::CHECKOBJ<Unit>(E->L, 2);
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Unit* enemy = Eluna::CHECKOBJ<Unit>(E->L, 3);
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bool checkfaction = Eluna::CHECKVAL<bool>(E->L, 4, true);
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Unit* u = Eluna::CHECKOBJ<Unit>(L, 2);
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Unit* enemy = Eluna::CHECKOBJ<Unit>(L, 3);
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bool checkfaction = Eluna::CHECKVAL<bool>(L, 4, true);
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Eluna::Push(E->L, creature->CanAssistTo(u, enemy, checkfaction));
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Eluna::Push(L, creature->CanAssistTo(u, enemy, checkfaction));
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return 1;
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}
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@@ -107,9 +107,9 @@ namespace LuaCreature
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*
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* @return bool searchedForAssistance
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*/
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int HasSearchedAssistance(Eluna* E, Creature* creature)
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int HasSearchedAssistance(Eluna* /*E*/, lua_State* L, Creature* creature)
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{
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Eluna::Push(E->L, creature->HasSearchedAssistance());
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Eluna::Push(L, creature->HasSearchedAssistance());
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return 1;
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}
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@@ -119,14 +119,14 @@ namespace LuaCreature
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*
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* @return bool tapped
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*/
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int IsTappedBy(Eluna* E, Creature* creature)
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int IsTappedBy(Eluna* /*E*/, lua_State* L, Creature* creature)
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{
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Player* player = Eluna::CHECKOBJ<Player>(E->L, 2);
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Player* player = Eluna::CHECKOBJ<Player>(L, 2);
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#ifdef MANGOS
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Eluna::Push(E->L, creature->IsTappedBy(player));
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Eluna::Push(L, creature->IsTappedBy(player));
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#else
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Eluna::Push(E->L, creature->isTappedBy(player));
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Eluna::Push(L, creature->isTappedBy(player));
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#endif
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return 1;
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}
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@@ -137,12 +137,12 @@ namespace LuaCreature
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*
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* @return bool hasLootRecipient
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*/
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int HasLootRecipient(Eluna* E, Creature* creature)
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int HasLootRecipient(Eluna* /*E*/, lua_State* L, Creature* creature)
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{
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#ifndef TRINITY
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Eluna::Push(E->L, creature->HasLootRecipient());
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Eluna::Push(L, creature->HasLootRecipient());
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#else
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Eluna::Push(E->L, creature->hasLootRecipient());
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Eluna::Push(L, creature->hasLootRecipient());
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#endif
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return 1;
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}
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@@ -153,13 +153,13 @@ namespace LuaCreature
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*
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* @return bool canAggro
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*/
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int CanAggro(Eluna* E, Creature* creature)
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int CanAggro(Eluna* /*E*/, lua_State* L, Creature* creature)
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{
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#ifdef TRINITY
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Eluna::Push(E->L, !creature->HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_IMMUNE_TO_NPC));
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Eluna::Push(L, !creature->HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_IMMUNE_TO_NPC));
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#else
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// Eluna::Push(E->L, creature->CanInitiateAttack());
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Eluna::Push(E->L, !creature->HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_PASSIVE));
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// Eluna::Push(L, creature->CanInitiateAttack());
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Eluna::Push(L, !creature->HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_PASSIVE));
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#endif
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return 1;
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}
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@@ -170,9 +170,9 @@ namespace LuaCreature
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*
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* @return bool canSwim
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*/
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int CanSwim(Eluna* E, Creature* creature)
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int CanSwim(Eluna* /*E*/, lua_State* L, Creature* creature)
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{
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Eluna::Push(E->L, creature->CanSwim());
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Eluna::Push(L, creature->CanSwim());
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return 1;
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}
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@@ -182,9 +182,9 @@ namespace LuaCreature
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*
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* @return bool canWalk
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*/
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int CanWalk(Eluna* E, Creature* creature)
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int CanWalk(Eluna* /*E*/, lua_State* L, Creature* creature)
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{
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Eluna::Push(E->L, creature->CanWalk());
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Eluna::Push(L, creature->CanWalk());
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return 1;
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}
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@@ -194,9 +194,9 @@ namespace LuaCreature
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*
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* @return bool inEvadeMode
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*/
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int IsInEvadeMode(Eluna* E, Creature* creature)
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int IsInEvadeMode(Eluna* /*E*/, lua_State* L, Creature* creature)
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{
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Eluna::Push(E->L, creature->IsInEvadeMode());
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Eluna::Push(L, creature->IsInEvadeMode());
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return 1;
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}
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@@ -206,12 +206,12 @@ namespace LuaCreature
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*
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* @return bool isElite
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*/
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int IsElite(Eluna* E, Creature* creature)
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int IsElite(Eluna* /*E*/, lua_State* L, Creature* creature)
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{
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#ifndef TRINITY
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Eluna::Push(E->L, creature->IsElite());
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Eluna::Push(L, creature->IsElite());
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#else
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Eluna::Push(E->L, creature->isElite());
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Eluna::Push(L, creature->isElite());
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#endif
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return 1;
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}
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@@ -222,9 +222,9 @@ namespace LuaCreature
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*
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* @return bool isGuard
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*/
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int IsGuard(Eluna* E, Creature* creature)
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int IsGuard(Eluna* /*E*/, lua_State* L, Creature* creature)
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{
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Eluna::Push(E->L, creature->IsGuard());
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Eluna::Push(L, creature->IsGuard());
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return 1;
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}
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@@ -234,9 +234,9 @@ namespace LuaCreature
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*
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* @return bool isCivilian
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*/
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int IsCivilian(Eluna* E, Creature* creature)
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int IsCivilian(Eluna* /*E*/, lua_State* L, Creature* creature)
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{
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Eluna::Push(E->L, creature->IsCivilian());
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Eluna::Push(L, creature->IsCivilian());
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return 1;
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}
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@@ -246,9 +246,9 @@ namespace LuaCreature
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*
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* @return bool isLeader
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*/
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int IsRacialLeader(Eluna* E, Creature* creature)
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int IsRacialLeader(Eluna* /*E*/, lua_State* L, Creature* creature)
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{
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Eluna::Push(E->L, creature->IsRacialLeader());
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Eluna::Push(L, creature->IsRacialLeader());
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return 1;
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}
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@@ -258,12 +258,12 @@ namespace LuaCreature
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*
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* @return bool isWorldBoss
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*/
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int IsWorldBoss(Eluna* E, Creature* creature)
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int IsWorldBoss(Eluna* /*E*/, lua_State* L, Creature* creature)
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{
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#ifndef TRINITY
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Eluna::Push(E->L, creature->IsWorldBoss());
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Eluna::Push(L, creature->IsWorldBoss());
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#else
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Eluna::Push(E->L, creature->isWorldBoss());
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Eluna::Push(L, creature->isWorldBoss());
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#endif
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return 1;
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}
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@@ -275,11 +275,11 @@ namespace LuaCreature
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* @param uint32 spellId : the ID of a [Spell]
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* @return bool hasCooldown
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*/
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int HasCategoryCooldown(Eluna* E, Creature* creature)
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int HasCategoryCooldown(Eluna* /*E*/, lua_State* L, Creature* creature)
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{
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uint32 spell = Eluna::CHECKVAL<uint32>(E->L, 2);
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uint32 spell = Eluna::CHECKVAL<uint32>(L, 2);
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Eluna::Push(E->L, creature->HasCategoryCooldown(spell));
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Eluna::Push(L, creature->HasCategoryCooldown(spell));
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return 1;
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}
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@@ -290,11 +290,11 @@ namespace LuaCreature
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* @param uint32 spellId : the ID of a [Spell]
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* @return bool hasSpell
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*/
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int HasSpell(Eluna* E, Creature* creature)
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int HasSpell(Eluna* /*E*/, lua_State* L, Creature* creature)
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{
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uint32 id = Eluna::CHECKVAL<uint32>(E->L, 2);
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uint32 id = Eluna::CHECKVAL<uint32>(L, 2);
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Eluna::Push(E->L, creature->HasSpell(id));
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Eluna::Push(L, creature->HasSpell(id));
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return 1;
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}
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@@ -305,14 +305,14 @@ namespace LuaCreature
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* @param uint32 questId : the ID of a [Quest]
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* @return bool hasQuest
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*/
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int HasQuest(Eluna* E, Creature* creature)
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int HasQuest(Eluna* /*E*/, lua_State* L, Creature* creature)
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{
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uint32 questId = Eluna::CHECKVAL<uint32>(E->L, 2);
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uint32 questId = Eluna::CHECKVAL<uint32>(L, 2);
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#ifndef TRINITY
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Eluna::Push(E->L, creature->HasQuest(questId));
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Eluna::Push(L, creature->HasQuest(questId));
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#else
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Eluna::Push(E->L, creature->hasQuest(questId));
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Eluna::Push(L, creature->hasQuest(questId));
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#endif
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return 1;
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}
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@@ -324,11 +324,11 @@ namespace LuaCreature
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* @param uint32 spellId : the ID of a [Spell]
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* @return bool hasCooldown
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*/
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int HasSpellCooldown(Eluna* E, Creature* creature)
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int HasSpellCooldown(Eluna* /*E*/, lua_State* L, Creature* creature)
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{
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uint32 spellId = Eluna::CHECKVAL<uint32>(E->L, 2);
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uint32 spellId = Eluna::CHECKVAL<uint32>(L, 2);
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Eluna::Push(E->L, creature->HasSpellCooldown(spellId));
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Eluna::Push(L, creature->HasSpellCooldown(spellId));
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return 1;
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}
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@@ -338,9 +338,9 @@ namespace LuaCreature
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*
|
||||
* @return bool canFly
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*/
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int CanFly(Eluna* E, Creature* creature)
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int CanFly(Eluna* /*E*/, lua_State* L, Creature* creature)
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{
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Eluna::Push(E->L, creature->CanFly());
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Eluna::Push(L, creature->CanFly());
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return 1;
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}
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@@ -351,32 +351,32 @@ namespace LuaCreature
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*
|
||||
* @return bool canFly
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*/
|
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int IsTrigger(Eluna* E, Creature* creature)
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int IsTrigger(Eluna* /*E*/, lua_State* L, Creature* creature)
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{
|
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Eluna::Push(E->L, creature->IsTrigger());
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Eluna::Push(L, creature->IsTrigger());
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return 1;
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}
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|
||||
int IsDamageEnoughForLootingAndReward(Eluna* E, Creature* creature)
|
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int IsDamageEnoughForLootingAndReward(Eluna* /*E*/, lua_State* L, Creature* creature)
|
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{
|
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Eluna::Push(E->L, creature->IsDamageEnoughForLootingAndReward());
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Eluna::Push(L, creature->IsDamageEnoughForLootingAndReward());
|
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return 1;
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}
|
||||
|
||||
int CanStartAttack(Eluna* E, Creature* creature) // TODO: Implement core side
|
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int CanStartAttack(Eluna* /*E*/, lua_State* L, Creature* creature) // TODO: Implement core side
|
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{
|
||||
Unit* target = Eluna::CHECKOBJ<Unit>(E->L, 2);
|
||||
bool force = Eluna::CHECKVAL<bool>(E->L, 3, true);
|
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Unit* target = Eluna::CHECKOBJ<Unit>(L, 2);
|
||||
bool force = Eluna::CHECKVAL<bool>(L, 3, true);
|
||||
|
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Eluna::Push(E->L, creature->CanStartAttack(target, force));
|
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Eluna::Push(L, creature->CanStartAttack(target, force));
|
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return 1;
|
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}
|
||||
|
||||
int HasLootMode(Eluna* E, Creature* creature) // TODO: Implement LootMode features
|
||||
int HasLootMode(Eluna* /*E*/, lua_State* L, Creature* creature) // TODO: Implement LootMode features
|
||||
{
|
||||
uint16 lootMode = Eluna::CHECKVAL<uint16>(E->L, 2);
|
||||
uint16 lootMode = Eluna::CHECKVAL<uint16>(L, 2);
|
||||
|
||||
Eluna::Push(E->L, creature->HasLootMode(lootMode));
|
||||
Eluna::Push(L, creature->HasLootMode(lootMode));
|
||||
return 1;
|
||||
}
|
||||
#endif
|
||||
@@ -391,9 +391,9 @@ namespace LuaCreature
|
||||
*
|
||||
* @return uint32 respawnDelay : the respawn delay, in seconds
|
||||
*/
|
||||
int GetRespawnDelay(Eluna* E, Creature* creature)
|
||||
int GetRespawnDelay(Eluna* /*E*/, lua_State* L, Creature* creature)
|
||||
{
|
||||
Eluna::Push(E->L, creature->GetRespawnDelay());
|
||||
Eluna::Push(L, creature->GetRespawnDelay());
|
||||
return 1;
|
||||
}
|
||||
|
||||
@@ -403,9 +403,9 @@ namespace LuaCreature
|
||||
*
|
||||
* @return float wanderRadius
|
||||
*/
|
||||
int GetWanderRadius(Eluna* E, Creature* creature)
|
||||
int GetWanderRadius(Eluna* /*E*/, lua_State* L, Creature* creature)
|
||||
{
|
||||
Eluna::Push(E->L, creature->GetRespawnRadius());
|
||||
Eluna::Push(L, creature->GetRespawnRadius());
|
||||
return 1;
|
||||
}
|
||||
|
||||
@@ -415,9 +415,9 @@ namespace LuaCreature
|
||||
*
|
||||
* @return uint32 pathId
|
||||
*/
|
||||
int GetWaypointPath(Eluna* E, Creature* creature)
|
||||
int GetWaypointPath(Eluna* /*E*/, lua_State* L, Creature* creature)
|
||||
{
|
||||
Eluna::Push(E->L, creature->GetWaypointPath());
|
||||
Eluna::Push(L, creature->GetWaypointPath());
|
||||
return 1;
|
||||
}
|
||||
#endif
|
||||
@@ -427,12 +427,12 @@ namespace LuaCreature
|
||||
*
|
||||
* @return uint32 wpId
|
||||
*/
|
||||
int GetCurrentWaypointId(Eluna* E, Creature* creature)
|
||||
int GetCurrentWaypointId(Eluna* /*E*/, lua_State* L, Creature* creature)
|
||||
{
|
||||
#ifdef TRINITY
|
||||
Eluna::Push(E->L, creature->GetCurrentWaypointID());
|
||||
Eluna::Push(L, creature->GetCurrentWaypointID());
|
||||
#else
|
||||
Eluna::Push(E->L, creature->GetMotionMaster()->getLastReachedWaypoint());
|
||||
Eluna::Push(L, creature->GetMotionMaster()->getLastReachedWaypoint());
|
||||
#endif
|
||||
return 1;
|
||||
}
|
||||
@@ -442,9 +442,9 @@ namespace LuaCreature
|
||||
*
|
||||
* @return MovementGeneratorType defaultMovementType
|
||||
*/
|
||||
int GetDefaultMovementType(Eluna* E, Creature* creature)
|
||||
int GetDefaultMovementType(Eluna* /*E*/, lua_State* L, Creature* creature)
|
||||
{
|
||||
Eluna::Push(E->L, creature->GetDefaultMovementType());
|
||||
Eluna::Push(L, creature->GetDefaultMovementType());
|
||||
return 1;
|
||||
}
|
||||
|
||||
@@ -454,16 +454,16 @@ namespace LuaCreature
|
||||
* @param Unit target
|
||||
* @return float aggroRange
|
||||
*/
|
||||
int GetAggroRange(Eluna* E, Creature* creature)
|
||||
int GetAggroRange(Eluna* /*E*/, lua_State* L, Creature* creature)
|
||||
{
|
||||
Unit* target = Eluna::CHECKOBJ<Unit>(E->L, 2);
|
||||
Unit* target = Eluna::CHECKOBJ<Unit>(L, 2);
|
||||
|
||||
#ifndef TRINITY
|
||||
float AttackDist = creature->GetAttackDistance(target);
|
||||
float ThreatRadius = sWorld.getConfig(CONFIG_FLOAT_THREAT_RADIUS);
|
||||
Eluna::Push(E->L, ThreatRadius > AttackDist ? ThreatRadius : AttackDist);
|
||||
Eluna::Push(L, ThreatRadius > AttackDist ? ThreatRadius : AttackDist);
|
||||
#else
|
||||
Eluna::Push(E->L, creature->GetAggroRange(target));
|
||||
Eluna::Push(L, creature->GetAggroRange(target));
|
||||
#endif
|
||||
return 1;
|
||||
}
|
||||
@@ -477,11 +477,11 @@ namespace LuaCreature
|
||||
* @param Unit target
|
||||
* @return float attackDistance
|
||||
*/
|
||||
int GetAttackDistance(Eluna* E, Creature* creature)
|
||||
int GetAttackDistance(Eluna* /*E*/, lua_State* L, Creature* creature)
|
||||
{
|
||||
Unit* target = Eluna::CHECKOBJ<Unit>(E->L, 2);
|
||||
Unit* target = Eluna::CHECKOBJ<Unit>(L, 2);
|
||||
|
||||
Eluna::Push(E->L, creature->GetAttackDistance(target));
|
||||
Eluna::Push(L, creature->GetAttackDistance(target));
|
||||
return 1;
|
||||
}
|
||||
|
||||
@@ -490,12 +490,12 @@ namespace LuaCreature
|
||||
*
|
||||
* @return Group lootRecipientGroup : the group or `nil`
|
||||
*/
|
||||
int GetLootRecipientGroup(Eluna* E, Creature* creature)
|
||||
int GetLootRecipientGroup(Eluna* /*E*/, lua_State* L, Creature* creature)
|
||||
{
|
||||
#ifndef TRINITY
|
||||
Eluna::Push(E->L, creature->GetGroupLootRecipient());
|
||||
Eluna::Push(L, creature->GetGroupLootRecipient());
|
||||
#else
|
||||
Eluna::Push(E->L, creature->GetLootRecipientGroup());
|
||||
Eluna::Push(L, creature->GetLootRecipientGroup());
|
||||
#endif
|
||||
return 1;
|
||||
}
|
||||
@@ -505,9 +505,9 @@ namespace LuaCreature
|
||||
*
|
||||
* @return Player lootRecipient : the player or `nil`
|
||||
*/
|
||||
int GetLootRecipient(Eluna* E, Creature* creature)
|
||||
int GetLootRecipient(Eluna* /*E*/, lua_State* L, Creature* creature)
|
||||
{
|
||||
Eluna::Push(E->L, creature->GetLootRecipient());
|
||||
Eluna::Push(L, creature->GetLootRecipient());
|
||||
return 1;
|
||||
}
|
||||
|
||||
@@ -520,9 +520,9 @@ namespace LuaCreature
|
||||
*
|
||||
* @return string scriptName
|
||||
*/
|
||||
int GetScriptName(Eluna* E, Creature* creature)
|
||||
int GetScriptName(Eluna* /*E*/, lua_State* L, Creature* creature)
|
||||
{
|
||||
Eluna::Push(E->L, creature->GetScriptName());
|
||||
Eluna::Push(L, creature->GetScriptName());
|
||||
return 1;
|
||||
}
|
||||
|
||||
@@ -535,9 +535,9 @@ namespace LuaCreature
|
||||
*
|
||||
* @return string AIName
|
||||
*/
|
||||
int GetAIName(Eluna* E, Creature* creature)
|
||||
int GetAIName(Eluna* /*E*/, lua_State* L, Creature* creature)
|
||||
{
|
||||
Eluna::Push(E->L, creature->GetAIName());
|
||||
Eluna::Push(L, creature->GetAIName());
|
||||
return 1;
|
||||
}
|
||||
|
||||
@@ -549,9 +549,9 @@ namespace LuaCreature
|
||||
*
|
||||
* @return uint32 scriptID
|
||||
*/
|
||||
int GetScriptId(Eluna* E, Creature* creature)
|
||||
int GetScriptId(Eluna* /*E*/, lua_State* L, Creature* creature)
|
||||
{
|
||||
Eluna::Push(E->L, creature->GetScriptId());
|
||||
Eluna::Push(L, creature->GetScriptId());
|
||||
return 1;
|
||||
}
|
||||
|
||||
@@ -561,11 +561,11 @@ namespace LuaCreature
|
||||
* @param uint32 spellID
|
||||
* @return uint32 cooldown : the cooldown, in milliseconds
|
||||
*/
|
||||
int GetCreatureSpellCooldownDelay(Eluna* E, Creature* creature)
|
||||
int GetCreatureSpellCooldownDelay(Eluna* /*E*/, lua_State* L, Creature* creature)
|
||||
{
|
||||
uint32 spell = Eluna::CHECKVAL<uint32>(E->L, 2);
|
||||
uint32 spell = Eluna::CHECKVAL<uint32>(L, 2);
|
||||
|
||||
Eluna::Push(E->L, creature->GetCreatureSpellCooldownDelay(spell));
|
||||
Eluna::Push(L, creature->GetCreatureSpellCooldownDelay(spell));
|
||||
return 1;
|
||||
}
|
||||
|
||||
@@ -574,9 +574,9 @@ namespace LuaCreature
|
||||
*
|
||||
* @return uint32 corpseDelay : the delay, in seconds
|
||||
*/
|
||||
int GetCorpseDelay(Eluna* E, Creature* creature)
|
||||
int GetCorpseDelay(Eluna* /*E*/, lua_State* L, Creature* creature)
|
||||
{
|
||||
Eluna::Push(E->L, creature->GetCorpseDelay());
|
||||
Eluna::Push(L, creature->GetCorpseDelay());
|
||||
return 1;
|
||||
}
|
||||
|
||||
@@ -589,7 +589,7 @@ namespace LuaCreature
|
||||
* @return float z
|
||||
* @return float o
|
||||
*/
|
||||
int GetHomePosition(Eluna* E, Creature* creature)
|
||||
int GetHomePosition(Eluna* /*E*/, lua_State* L, Creature* creature)
|
||||
{
|
||||
float x, y, z, o;
|
||||
#ifndef TRINITY
|
||||
@@ -598,10 +598,10 @@ namespace LuaCreature
|
||||
creature->GetHomePosition(x, y, z, o);
|
||||
#endif
|
||||
|
||||
Eluna::Push(E->L, x);
|
||||
Eluna::Push(E->L, y);
|
||||
Eluna::Push(E->L, z);
|
||||
Eluna::Push(E->L, o);
|
||||
Eluna::Push(L, x);
|
||||
Eluna::Push(L, y);
|
||||
Eluna::Push(L, z);
|
||||
Eluna::Push(L, o);
|
||||
return 4;
|
||||
}
|
||||
|
||||
@@ -614,12 +614,12 @@ namespace LuaCreature
|
||||
* @param float z
|
||||
* @param float o
|
||||
*/
|
||||
int SetHomePosition(Eluna* E, Creature* creature)
|
||||
int SetHomePosition(Eluna* /*E*/, lua_State* L, Creature* creature)
|
||||
{
|
||||
float x = Eluna::CHECKVAL<float>(E->L, 2);
|
||||
float y = Eluna::CHECKVAL<float>(E->L, 3);
|
||||
float z = Eluna::CHECKVAL<float>(E->L, 4);
|
||||
float o = Eluna::CHECKVAL<float>(E->L, 5);
|
||||
float x = Eluna::CHECKVAL<float>(L, 2);
|
||||
float y = Eluna::CHECKVAL<float>(L, 3);
|
||||
float z = Eluna::CHECKVAL<float>(L, 4);
|
||||
float o = Eluna::CHECKVAL<float>(L, 5);
|
||||
|
||||
#ifndef TRINITY
|
||||
creature->SetRespawnCoord(x, y, z, o);
|
||||
@@ -658,13 +658,13 @@ namespace LuaCreature
|
||||
* @param int32 aura = 0 : if positive, the target must have this [Aura]. If negative, the the target must not have this Aura
|
||||
* @return Unit target : the target, or `nil`
|
||||
*/
|
||||
int GetAITarget(Eluna* E, Creature* creature)
|
||||
int GetAITarget(Eluna* /*E*/, lua_State* L, Creature* creature)
|
||||
{
|
||||
uint32 targetType = Eluna::CHECKVAL<uint32>(E->L, 2);
|
||||
bool playerOnly = Eluna::CHECKVAL<bool>(E->L, 3, false);
|
||||
uint32 position = Eluna::CHECKVAL<uint32>(E->L, 4, 0);
|
||||
float dist = Eluna::CHECKVAL<float>(E->L, 5, 0.0f);
|
||||
int32 aura = Eluna::CHECKVAL<int32>(E->L, 6, 0);
|
||||
uint32 targetType = Eluna::CHECKVAL<uint32>(L, 2);
|
||||
bool playerOnly = Eluna::CHECKVAL<bool>(L, 3, false);
|
||||
uint32 position = Eluna::CHECKVAL<uint32>(L, 4, 0);
|
||||
float dist = Eluna::CHECKVAL<float>(L, 5, 0.0f);
|
||||
int32 aura = Eluna::CHECKVAL<int32>(L, 6, 0);
|
||||
|
||||
#ifdef MANGOS
|
||||
ThreatList const& threatlist = creature->GetThreatManager().getThreatList();
|
||||
@@ -711,7 +711,7 @@ namespace LuaCreature
|
||||
std::list<Unit*>::const_iterator itr = targetList.begin();
|
||||
if (position)
|
||||
std::advance(itr, position);
|
||||
Eluna::Push(E->L, *itr);
|
||||
Eluna::Push(L, *itr);
|
||||
}
|
||||
break;
|
||||
case SELECT_TARGET_FARTHEST:
|
||||
@@ -720,7 +720,7 @@ namespace LuaCreature
|
||||
std::list<Unit*>::reverse_iterator ritr = targetList.rbegin();
|
||||
if (position)
|
||||
std::advance(ritr, position);
|
||||
Eluna::Push(E->L, *ritr);
|
||||
Eluna::Push(L, *ritr);
|
||||
}
|
||||
break;
|
||||
case SELECT_TARGET_RANDOM:
|
||||
@@ -730,11 +730,11 @@ namespace LuaCreature
|
||||
std::advance(itr, urand(0, position));
|
||||
else
|
||||
std::advance(itr, urand(0, targetList.size() - 1));
|
||||
Eluna::Push(E->L, *itr);
|
||||
Eluna::Push(L, *itr);
|
||||
}
|
||||
break;
|
||||
default:
|
||||
luaL_argerror(E->L, 2, "SelectAggroTarget expected");
|
||||
luaL_argerror(L, 2, "SelectAggroTarget expected");
|
||||
break;
|
||||
}
|
||||
|
||||
@@ -746,10 +746,10 @@ namespace LuaCreature
|
||||
*
|
||||
* @return table targets
|
||||
*/
|
||||
int GetAITargets(Eluna* E, Creature* creature)
|
||||
int GetAITargets(Eluna* /*E*/, lua_State* L, Creature* creature)
|
||||
{
|
||||
lua_newtable(E->L);
|
||||
int tbl = lua_gettop(E->L);
|
||||
lua_newtable(L);
|
||||
int tbl = lua_gettop(L);
|
||||
uint32 i = 0;
|
||||
|
||||
#ifdef MANGOS
|
||||
@@ -765,12 +765,12 @@ namespace LuaCreature
|
||||
if (!target)
|
||||
continue;
|
||||
++i;
|
||||
Eluna::Push(E->L, i);
|
||||
Eluna::Push(E->L, target);
|
||||
lua_settable(E->L, tbl);
|
||||
Eluna::Push(L, i);
|
||||
Eluna::Push(L, target);
|
||||
lua_settable(L, tbl);
|
||||
}
|
||||
|
||||
lua_settop(E->L, tbl);
|
||||
lua_settop(L, tbl);
|
||||
return 1;
|
||||
}
|
||||
|
||||
@@ -779,12 +779,12 @@ namespace LuaCreature
|
||||
*
|
||||
* @return int targetsCount
|
||||
*/
|
||||
int GetAITargetsCount(Eluna* E, Creature* creature)
|
||||
int GetAITargetsCount(Eluna* /*E*/, lua_State* L, Creature* creature)
|
||||
{
|
||||
#ifdef MANGOS
|
||||
Eluna::Push(E->L, creature->GetThreatManager().getThreatList().size());
|
||||
Eluna::Push(L, creature->GetThreatManager().getThreatList().size());
|
||||
#else
|
||||
Eluna::Push(E->L, creature->getThreatManager().getThreatList().size());
|
||||
Eluna::Push(L, creature->getThreatManager().getThreatList().size());
|
||||
#endif
|
||||
return 1;
|
||||
}
|
||||
@@ -797,9 +797,9 @@ namespace LuaCreature
|
||||
*
|
||||
* @return NPCFlags npcFlags
|
||||
*/
|
||||
int GetNPCFlags(Eluna* E, Creature* creature)
|
||||
int GetNPCFlags(Eluna* /*E*/, lua_State* L, Creature* creature)
|
||||
{
|
||||
Eluna::Push(E->L, creature->GetUInt32Value(UNIT_NPC_FLAGS));
|
||||
Eluna::Push(L, creature->GetUInt32Value(UNIT_NPC_FLAGS));
|
||||
return 1;
|
||||
}
|
||||
|
||||
@@ -809,17 +809,17 @@ namespace LuaCreature
|
||||
*
|
||||
* @return uint32 shieldBlockValue
|
||||
*/
|
||||
int GetShieldBlockValue(Eluna* E, Creature* creature)
|
||||
int GetShieldBlockValue(Eluna* /*E*/, lua_State* L, Creature* creature)
|
||||
{
|
||||
Eluna::Push(E->L, creature->GetShieldBlockValue());
|
||||
Eluna::Push(L, creature->GetShieldBlockValue());
|
||||
return 1;
|
||||
}
|
||||
#endif
|
||||
|
||||
#ifdef TRINITY
|
||||
int GetLootMode(Eluna* E, Creature* creature) // TODO: Implement LootMode features
|
||||
int GetLootMode(Eluna* /*E*/, lua_State* L, Creature* creature) // TODO: Implement LootMode features
|
||||
{
|
||||
Eluna::Push(E->L, creature->GetLootMode());
|
||||
Eluna::Push(L, creature->GetLootMode());
|
||||
return 1;
|
||||
}
|
||||
#endif
|
||||
@@ -831,9 +831,9 @@ namespace LuaCreature
|
||||
*
|
||||
* @param NPCFlags flags
|
||||
*/
|
||||
int SetNPCFlags(Eluna* E, Creature* creature)
|
||||
int SetNPCFlags(Eluna* /*E*/, lua_State* L, Creature* creature)
|
||||
{
|
||||
uint32 flags = Eluna::CHECKVAL<uint32>(E->L, 2);
|
||||
uint32 flags = Eluna::CHECKVAL<uint32>(L, 2);
|
||||
|
||||
creature->SetUInt32Value(UNIT_NPC_FLAGS, flags);
|
||||
return 0;
|
||||
@@ -845,9 +845,9 @@ namespace LuaCreature
|
||||
*
|
||||
* @param bool enable = true
|
||||
*/
|
||||
int SetDisableGravity(Eluna* E, Creature* creature)
|
||||
int SetDisableGravity(Eluna* /*E*/, lua_State* L, Creature* creature)
|
||||
{
|
||||
bool enable = Eluna::CHECKVAL<bool>(E->L, 2, true);
|
||||
bool enable = Eluna::CHECKVAL<bool>(L, 2, true);
|
||||
|
||||
#ifdef TRINITY
|
||||
creature->SetDisableGravity(!enable);
|
||||
@@ -858,9 +858,9 @@ namespace LuaCreature
|
||||
}
|
||||
|
||||
#ifdef TRINITY
|
||||
int SetLootMode(Eluna* E, Creature* creature) // TODO: Implement LootMode features
|
||||
int SetLootMode(Eluna* /*E*/, lua_State* L, Creature* creature) // TODO: Implement LootMode features
|
||||
{
|
||||
uint16 lootMode = Eluna::CHECKVAL<uint16>(E->L, 2);
|
||||
uint16 lootMode = Eluna::CHECKVAL<uint16>(L, 2);
|
||||
|
||||
creature->SetLootMode(lootMode);
|
||||
return 0;
|
||||
@@ -872,9 +872,9 @@ namespace LuaCreature
|
||||
*
|
||||
* @param DeathState deathState
|
||||
*/
|
||||
int SetDeathState(Eluna* E, Creature* creature)
|
||||
int SetDeathState(Eluna* /*E*/, lua_State* L, Creature* creature)
|
||||
{
|
||||
int32 state = Eluna::CHECKVAL<int32>(E->L, 2);
|
||||
int32 state = Eluna::CHECKVAL<int32>(L, 2);
|
||||
|
||||
#ifndef TRINITY
|
||||
creature->SetDeathState((DeathState)state);
|
||||
@@ -889,9 +889,9 @@ namespace LuaCreature
|
||||
*
|
||||
* @param bool enable = true : `true` to enable walking, `false` for running
|
||||
*/
|
||||
int SetWalk(Eluna* E, Creature* creature) // TODO: Move same to Player ?
|
||||
int SetWalk(Eluna* /*E*/, lua_State* L, Creature* creature) // TODO: Move same to Player ?
|
||||
{
|
||||
bool enable = Eluna::CHECKVAL<bool>(E->L, 2, true);
|
||||
bool enable = Eluna::CHECKVAL<bool>(L, 2, true);
|
||||
|
||||
creature->SetWalk(enable);
|
||||
return 0;
|
||||
@@ -904,11 +904,11 @@ namespace LuaCreature
|
||||
* @param uint32 off_hand : off hand [Item]'s entry
|
||||
* @param uint32 ranged : ranged [Item]'s entry
|
||||
*/
|
||||
int SetEquipmentSlots(Eluna* E, Creature* creature)
|
||||
int SetEquipmentSlots(Eluna* /*E*/, lua_State* L, Creature* creature)
|
||||
{
|
||||
uint32 main_hand = Eluna::CHECKVAL<uint32>(E->L, 2);
|
||||
uint32 off_hand = Eluna::CHECKVAL<uint32>(E->L, 3);
|
||||
uint32 ranged = Eluna::CHECKVAL<uint32>(E->L, 4);
|
||||
uint32 main_hand = Eluna::CHECKVAL<uint32>(L, 2);
|
||||
uint32 off_hand = Eluna::CHECKVAL<uint32>(L, 3);
|
||||
uint32 ranged = Eluna::CHECKVAL<uint32>(L, 4);
|
||||
|
||||
#ifdef TRINITY
|
||||
creature->SetUInt32Value(UNIT_VIRTUAL_ITEM_SLOT_ID + 0, main_hand);
|
||||
@@ -927,9 +927,9 @@ namespace LuaCreature
|
||||
*
|
||||
* @param bool allow = true : `true` to allow aggro, `false` to disable aggro
|
||||
*/
|
||||
int SetAggroEnabled(Eluna* E, Creature* creature)
|
||||
int SetAggroEnabled(Eluna* /*E*/, lua_State* L, Creature* creature)
|
||||
{
|
||||
bool allow = Eluna::CHECKVAL<bool>(E->L, 2, true);
|
||||
bool allow = Eluna::CHECKVAL<bool>(L, 2, true);
|
||||
|
||||
#ifdef TRINITY
|
||||
if (allow)
|
||||
@@ -951,9 +951,9 @@ namespace LuaCreature
|
||||
*
|
||||
* @param bool disable = true : `true` to disable reputation, `false` to enable
|
||||
*/
|
||||
int SetDisableReputationGain(Eluna* E, Creature* creature)
|
||||
int SetDisableReputationGain(Eluna* /*E*/, lua_State* L, Creature* creature)
|
||||
{
|
||||
bool disable = Eluna::CHECKVAL<bool>(E->L, 2, true);
|
||||
bool disable = Eluna::CHECKVAL<bool>(L, 2, true);
|
||||
|
||||
creature->SetDisableReputationGain(disable);
|
||||
return 0;
|
||||
@@ -965,7 +965,7 @@ namespace LuaCreature
|
||||
* This is used by raid bosses to prevent Players from using out-of-combat
|
||||
* actions once the encounter has begun.
|
||||
*/
|
||||
int SetInCombatWithZone(Eluna* /*E*/, Creature* creature)
|
||||
int SetInCombatWithZone(Eluna* /*E*/, lua_State* /*L*/, Creature* creature)
|
||||
{
|
||||
creature->SetInCombatWithZone();
|
||||
return 0;
|
||||
@@ -976,9 +976,9 @@ namespace LuaCreature
|
||||
*
|
||||
* @param float distance
|
||||
*/
|
||||
int SetWanderRadius(Eluna* E, Creature* creature)
|
||||
int SetWanderRadius(Eluna* /*E*/, lua_State* L, Creature* creature)
|
||||
{
|
||||
float dist = Eluna::CHECKVAL<float>(E->L, 2);
|
||||
float dist = Eluna::CHECKVAL<float>(L, 2);
|
||||
|
||||
creature->SetRespawnRadius(dist);
|
||||
return 0;
|
||||
@@ -989,9 +989,9 @@ namespace LuaCreature
|
||||
*
|
||||
* @param uint32 delay : the delay, in seconds
|
||||
*/
|
||||
int SetRespawnDelay(Eluna* E, Creature* creature)
|
||||
int SetRespawnDelay(Eluna* /*E*/, lua_State* L, Creature* creature)
|
||||
{
|
||||
uint32 delay = Eluna::CHECKVAL<uint32>(E->L, 2);
|
||||
uint32 delay = Eluna::CHECKVAL<uint32>(L, 2);
|
||||
|
||||
creature->SetRespawnDelay(delay);
|
||||
return 0;
|
||||
@@ -1002,9 +1002,9 @@ namespace LuaCreature
|
||||
*
|
||||
* @param MovementGeneratorType type
|
||||
*/
|
||||
int SetDefaultMovementType(Eluna* E, Creature* creature)
|
||||
int SetDefaultMovementType(Eluna* /*E*/, lua_State* L, Creature* creature)
|
||||
{
|
||||
int32 type = Eluna::CHECKVAL<int32>(E->L, 2);
|
||||
int32 type = Eluna::CHECKVAL<int32>(L, 2);
|
||||
|
||||
creature->SetDefaultMovementType((MovementGeneratorType)type);
|
||||
return 0;
|
||||
@@ -1015,9 +1015,9 @@ namespace LuaCreature
|
||||
*
|
||||
* @param bool enable = true : `true` to disable searching, `false` to allow
|
||||
*/
|
||||
int SetNoSearchAssistance(Eluna* E, Creature* creature)
|
||||
int SetNoSearchAssistance(Eluna* /*E*/, lua_State* L, Creature* creature)
|
||||
{
|
||||
bool val = Eluna::CHECKVAL<bool>(E->L, 2, true);
|
||||
bool val = Eluna::CHECKVAL<bool>(L, 2, true);
|
||||
|
||||
creature->SetNoSearchAssistance(val);
|
||||
return 0;
|
||||
@@ -1028,9 +1028,9 @@ namespace LuaCreature
|
||||
*
|
||||
* @param bool enable = true : `true` to disable calling for help, `false` to enable
|
||||
*/
|
||||
int SetNoCallAssistance(Eluna* E, Creature* creature)
|
||||
int SetNoCallAssistance(Eluna* /*E*/, lua_State* L, Creature* creature)
|
||||
{
|
||||
bool val = Eluna::CHECKVAL<bool>(E->L, 2, true);
|
||||
bool val = Eluna::CHECKVAL<bool>(L, 2, true);
|
||||
|
||||
creature->SetNoCallAssistance(val);
|
||||
return 0;
|
||||
@@ -1041,9 +1041,9 @@ namespace LuaCreature
|
||||
*
|
||||
* @param bool enable = true : `true` to enable hovering, `false` to disable
|
||||
*/
|
||||
int SetHover(Eluna* E, Creature* creature)
|
||||
int SetHover(Eluna* /*E*/, lua_State* L, Creature* creature)
|
||||
{
|
||||
bool enable = Eluna::CHECKVAL<bool>(E->L, 2, true);
|
||||
bool enable = Eluna::CHECKVAL<bool>(L, 2, true);
|
||||
|
||||
#ifdef TRINITY
|
||||
creature->SetHover(enable);
|
||||
@@ -1069,9 +1069,9 @@ namespace LuaCreature
|
||||
*
|
||||
* @param uint32 delay = 0 : dely to despawn in milliseconds
|
||||
*/
|
||||
int DespawnOrUnsummon(Eluna* E, Creature* creature)
|
||||
int DespawnOrUnsummon(Eluna* /*E*/, lua_State* L, Creature* creature)
|
||||
{
|
||||
uint32 msTimeToDespawn = Eluna::CHECKVAL<uint32>(E->L, 2, 0);
|
||||
uint32 msTimeToDespawn = Eluna::CHECKVAL<uint32>(L, 2, 0);
|
||||
|
||||
#ifndef TRINITY
|
||||
creature->ForcedDespawn(msTimeToDespawn);
|
||||
@@ -1084,7 +1084,7 @@ namespace LuaCreature
|
||||
/**
|
||||
* Respawn this [Creature].
|
||||
*/
|
||||
int Respawn(Eluna* /*E*/, Creature* creature)
|
||||
int Respawn(Eluna* /*E*/, lua_State* /*L*/, Creature* creature)
|
||||
{
|
||||
creature->Respawn();
|
||||
return 0;
|
||||
@@ -1093,7 +1093,7 @@ namespace LuaCreature
|
||||
/**
|
||||
* Remove this [Creature]'s corpse.
|
||||
*/
|
||||
int RemoveCorpse(Eluna* /*E*/, Creature* creature)
|
||||
int RemoveCorpse(Eluna* /*E*/, lua_State* /*L*/, Creature* creature)
|
||||
{
|
||||
creature->RemoveCorpse();
|
||||
return 0;
|
||||
@@ -1102,7 +1102,7 @@ namespace LuaCreature
|
||||
/**
|
||||
* Make the [Creature] start following it's waypoint path.
|
||||
*/
|
||||
int MoveWaypoint(Eluna* /*E*/, Creature* creature)
|
||||
int MoveWaypoint(Eluna* /*E*/, lua_State* /*L*/, Creature* creature)
|
||||
{
|
||||
#ifndef TRINITY
|
||||
creature->GetMotionMaster()->MoveWaypoint();
|
||||
@@ -1115,7 +1115,7 @@ namespace LuaCreature
|
||||
/**
|
||||
* Make the [Creature] call for assistance in combat from other nearby [Creature]s.
|
||||
*/
|
||||
int CallAssistance(Eluna* /*E*/, Creature* creature)
|
||||
int CallAssistance(Eluna* /*E*/, lua_State* /*L*/, Creature* creature)
|
||||
{
|
||||
creature->CallAssistance();
|
||||
return 0;
|
||||
@@ -1126,9 +1126,9 @@ namespace LuaCreature
|
||||
*
|
||||
* @param float radius
|
||||
*/
|
||||
int CallForHelp(Eluna* E, Creature* creature)
|
||||
int CallForHelp(Eluna* /*E*/, lua_State* L, Creature* creature)
|
||||
{
|
||||
float radius = Eluna::CHECKVAL<float>(E->L, 2);
|
||||
float radius = Eluna::CHECKVAL<float>(L, 2);
|
||||
|
||||
creature->CallForHelp(radius);
|
||||
return 0;
|
||||
@@ -1137,7 +1137,7 @@ namespace LuaCreature
|
||||
/**
|
||||
* Make the [Creature] flee combat to get assistance from a nearby friendly [Creature].
|
||||
*/
|
||||
int FleeToGetAssistance(Eluna* /*E*/, Creature* creature)
|
||||
int FleeToGetAssistance(Eluna* /*E*/, lua_State* /*L*/, Creature* creature)
|
||||
{
|
||||
creature->DoFleeToGetAssistance();
|
||||
return 0;
|
||||
@@ -1148,9 +1148,9 @@ namespace LuaCreature
|
||||
*
|
||||
* @param Unit target
|
||||
*/
|
||||
int AttackStart(Eluna* E, Creature* creature)
|
||||
int AttackStart(Eluna* /*E*/, lua_State* L, Creature* creature)
|
||||
{
|
||||
Unit* target = Eluna::CHECKOBJ<Unit>(E->L, 2);
|
||||
Unit* target = Eluna::CHECKOBJ<Unit>(L, 2);
|
||||
|
||||
creature->AI()->AttackStart(target);
|
||||
return 0;
|
||||
@@ -1159,7 +1159,7 @@ namespace LuaCreature
|
||||
/**
|
||||
* Save the [Creature] in the database.
|
||||
*/
|
||||
int SaveToDB(Eluna* /*E*/, Creature* creature)
|
||||
int SaveToDB(Eluna* /*E*/, lua_State* /*L*/, Creature* creature)
|
||||
{
|
||||
creature->SaveToDB();
|
||||
return 0;
|
||||
@@ -1170,12 +1170,12 @@ namespace LuaCreature
|
||||
*
|
||||
* This should be called every update cycle for the Creature's AI.
|
||||
*/
|
||||
int SelectVictim(Eluna* E, Creature* creature)
|
||||
int SelectVictim(Eluna* /*E*/, lua_State* L, Creature* creature)
|
||||
{
|
||||
#ifndef TRINITY
|
||||
Eluna::Push(E->L, creature->SelectHostileTarget());
|
||||
Eluna::Push(L, creature->SelectHostileTarget());
|
||||
#else
|
||||
Eluna::Push(E->L, creature->SelectVictim());
|
||||
Eluna::Push(L, creature->SelectVictim());
|
||||
#endif
|
||||
return 1;
|
||||
}
|
||||
@@ -1186,10 +1186,10 @@ namespace LuaCreature
|
||||
* @param uint32 entry : the Creature ID to transform into
|
||||
* @param uint32 dataGUIDLow = 0 : use this Creature's model and equipment instead of the defaults
|
||||
*/
|
||||
int UpdateEntry(Eluna* E, Creature* creature)
|
||||
int UpdateEntry(Eluna* /*E*/, lua_State* L, Creature* creature)
|
||||
{
|
||||
uint32 entry = Eluna::CHECKVAL<uint32>(E->L, 2);
|
||||
uint32 dataGuidLow = Eluna::CHECKVAL<uint32>(E->L, 3, 0);
|
||||
uint32 entry = Eluna::CHECKVAL<uint32>(L, 2);
|
||||
uint32 dataGuidLow = Eluna::CHECKVAL<uint32>(L, 3, 0);
|
||||
|
||||
#ifndef TRINITY
|
||||
creature->UpdateEntry(entry, ALLIANCE, dataGuidLow ? eObjectMgr->GetCreatureData(dataGuidLow) : NULL);
|
||||
@@ -1200,23 +1200,23 @@ namespace LuaCreature
|
||||
}
|
||||
|
||||
#ifdef TRINITY
|
||||
int ResetLootMode(Eluna* /*E*/, Creature* creature) // TODO: Implement LootMode features
|
||||
int ResetLootMode(Eluna* /*E*/, lua_State* /*L*/, Creature* creature) // TODO: Implement LootMode features
|
||||
{
|
||||
creature->ResetLootMode();
|
||||
return 0;
|
||||
}
|
||||
|
||||
int RemoveLootMode(Eluna* E, Creature* creature) // TODO: Implement LootMode features
|
||||
int RemoveLootMode(Eluna* /*E*/, lua_State* L, Creature* creature) // TODO: Implement LootMode features
|
||||
{
|
||||
uint16 lootMode = Eluna::CHECKVAL<uint16>(E->L, 2);
|
||||
uint16 lootMode = Eluna::CHECKVAL<uint16>(L, 2);
|
||||
|
||||
creature->RemoveLootMode(lootMode);
|
||||
return 0;
|
||||
}
|
||||
|
||||
int AddLootMode(Eluna* E, Creature* creature) // TODO: Implement LootMode features
|
||||
int AddLootMode(Eluna* /*E*/, lua_State* L, Creature* creature) // TODO: Implement LootMode features
|
||||
{
|
||||
uint16 lootMode = Eluna::CHECKVAL<uint16>(E->L, 2);
|
||||
uint16 lootMode = Eluna::CHECKVAL<uint16>(L, 2);
|
||||
|
||||
creature->AddLootMode(lootMode);
|
||||
return 0;
|
||||
|
||||
Reference in New Issue
Block a user