Fix documentation indentation and implement emote state method. Closes https://github.com/ElunaLuaEngine/Eluna/issues/181

This commit is contained in:
Rochet2
2016-01-05 16:58:09 +02:00
parent 086ad796fc
commit 969c0bbbfa
4 changed files with 53 additions and 39 deletions

View File

@@ -836,16 +836,16 @@ namespace LuaWorldObject
}
/**
* The [WorldObject] plays music to a [Player]
*
* If no [Player] provided it will play the music to everyone near.
* This method does not interrupt previously played music.
*
* See also [WorldObject:PlayDistanceSound], [WorldObject:PlayDirectSound]
*
* @param uint32 music : entry of a music
* @param [Player] player = nil : [Player] to play the music to
*/
* The [WorldObject] plays music to a [Player]
*
* If no [Player] provided it will play the music to everyone near.
* This method does not interrupt previously played music.
*
* See also [WorldObject:PlayDistanceSound], [WorldObject:PlayDirectSound]
*
* @param uint32 music : entry of a music
* @param [Player] player = nil : [Player] to play the music to
*/
int PlayMusic(Eluna* /*E*/, lua_State* L, WorldObject* obj)
{
uint32 musicid = Eluna::CHECKVAL<uint32>(L, 2);
@@ -861,16 +861,16 @@ namespace LuaWorldObject
}
/**
* The [WorldObject] plays a sound to a [Player]
*
* If no [Player] provided it will play the sound to everyone near.
* This method will play sound and does not interrupt prvious sound.
*
* See also [WorldObject:PlayDistanceSound], [WorldObject:PlayMusic]
*
* @param uint32 sound : entry of a sound
* @param [Player] player = nil : [Player] to play the sound to
*/
* The [WorldObject] plays a sound to a [Player]
*
* If no [Player] provided it will play the sound to everyone near.
* This method will play sound and does not interrupt prvious sound.
*
* See also [WorldObject:PlayDistanceSound], [WorldObject:PlayMusic]
*
* @param uint32 sound : entry of a sound
* @param [Player] player = nil : [Player] to play the sound to
*/
int PlayDirectSound(Eluna* /*E*/, lua_State* L, WorldObject* obj)
{
uint32 soundId = Eluna::CHECKVAL<uint32>(L, 2);
@@ -886,17 +886,17 @@ namespace LuaWorldObject
}
/**
* The [WorldObject] plays a sound to a [Player]
*
* If no [Player] it will play the sound to everyone near.
* Sound will fade the further you are from the [WorldObject].
* This method interrupts previously playing sound.
*
* See also [WorldObject:PlayDirectSound], [WorldObject:PlayMusic]
*
* @param uint32 sound : entry of a sound
* @param [Player] player = nil : [Player] to play the sound to
*/
* The [WorldObject] plays a sound to a [Player]
*
* If no [Player] it will play the sound to everyone near.
* Sound will fade the further you are from the [WorldObject].
* This method interrupts previously playing sound.
*
* See also [WorldObject:PlayDirectSound], [WorldObject:PlayMusic]
*
* @param uint32 sound : entry of a sound
* @param [Player] player = nil : [Player] to play the sound to
*/
int PlayDistanceSound(Eluna* /*E*/, lua_State* L, WorldObject* obj)
{
uint32 soundId = Eluna::CHECKVAL<uint32>(L, 2);