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https://github.com/azerothcore/mod-ale
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Fix documentation indentation and implement emote state method. Closes https://github.com/ElunaLuaEngine/Eluna/issues/181
This commit is contained in:
@@ -836,16 +836,16 @@ namespace LuaWorldObject
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}
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/**
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* The [WorldObject] plays music to a [Player]
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*
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* If no [Player] provided it will play the music to everyone near.
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* This method does not interrupt previously played music.
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*
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* See also [WorldObject:PlayDistanceSound], [WorldObject:PlayDirectSound]
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*
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* @param uint32 music : entry of a music
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* @param [Player] player = nil : [Player] to play the music to
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*/
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* The [WorldObject] plays music to a [Player]
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*
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* If no [Player] provided it will play the music to everyone near.
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* This method does not interrupt previously played music.
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*
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* See also [WorldObject:PlayDistanceSound], [WorldObject:PlayDirectSound]
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*
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* @param uint32 music : entry of a music
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* @param [Player] player = nil : [Player] to play the music to
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*/
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int PlayMusic(Eluna* /*E*/, lua_State* L, WorldObject* obj)
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{
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uint32 musicid = Eluna::CHECKVAL<uint32>(L, 2);
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@@ -861,16 +861,16 @@ namespace LuaWorldObject
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}
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/**
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* The [WorldObject] plays a sound to a [Player]
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*
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* If no [Player] provided it will play the sound to everyone near.
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* This method will play sound and does not interrupt prvious sound.
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*
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* See also [WorldObject:PlayDistanceSound], [WorldObject:PlayMusic]
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*
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* @param uint32 sound : entry of a sound
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* @param [Player] player = nil : [Player] to play the sound to
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*/
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* The [WorldObject] plays a sound to a [Player]
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*
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* If no [Player] provided it will play the sound to everyone near.
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* This method will play sound and does not interrupt prvious sound.
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*
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* See also [WorldObject:PlayDistanceSound], [WorldObject:PlayMusic]
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*
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* @param uint32 sound : entry of a sound
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* @param [Player] player = nil : [Player] to play the sound to
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*/
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int PlayDirectSound(Eluna* /*E*/, lua_State* L, WorldObject* obj)
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{
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uint32 soundId = Eluna::CHECKVAL<uint32>(L, 2);
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@@ -886,17 +886,17 @@ namespace LuaWorldObject
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}
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/**
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* The [WorldObject] plays a sound to a [Player]
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*
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* If no [Player] it will play the sound to everyone near.
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* Sound will fade the further you are from the [WorldObject].
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* This method interrupts previously playing sound.
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*
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* See also [WorldObject:PlayDirectSound], [WorldObject:PlayMusic]
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*
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* @param uint32 sound : entry of a sound
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* @param [Player] player = nil : [Player] to play the sound to
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*/
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* The [WorldObject] plays a sound to a [Player]
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*
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* If no [Player] it will play the sound to everyone near.
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* Sound will fade the further you are from the [WorldObject].
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* This method interrupts previously playing sound.
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*
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* See also [WorldObject:PlayDirectSound], [WorldObject:PlayMusic]
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*
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* @param uint32 sound : entry of a sound
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* @param [Player] player = nil : [Player] to play the sound to
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*/
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int PlayDistanceSound(Eluna* /*E*/, lua_State* L, WorldObject* obj)
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{
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uint32 soundId = Eluna::CHECKVAL<uint32>(L, 2);
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