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

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@@ -389,6 +389,7 @@ ElunaRegister<Unit> UnitMethods[] =
{ "InterruptSpell", &LuaUnit::InterruptSpell }, { "InterruptSpell", &LuaUnit::InterruptSpell },
{ "SendChatMessageToPlayer", &LuaUnit::SendChatMessageToPlayer }, { "SendChatMessageToPlayer", &LuaUnit::SendChatMessageToPlayer },
{ "Emote", &LuaUnit::Emote }, { "Emote", &LuaUnit::Emote },
{ "EmoteState", &LuaUnit::EmoteState },
{ "CountPctFromCurHealth", &LuaUnit::CountPctFromCurHealth }, { "CountPctFromCurHealth", &LuaUnit::CountPctFromCurHealth },
{ "CountPctFromMaxHealth", &LuaUnit::CountPctFromMaxHealth }, { "CountPctFromMaxHealth", &LuaUnit::CountPctFromMaxHealth },
{ "Dismount", &LuaUnit::Dismount }, { "Dismount", &LuaUnit::Dismount },

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@@ -3927,10 +3927,10 @@ namespace LuaPlayer
} }
/** /**
* Starts a cinematic for the [Player] * Starts a cinematic for the [Player]
* *
* @param uint32 CinematicSequenceId : entry of a cinematic * @param uint32 CinematicSequenceId : entry of a cinematic
*/ */
int SendCinematicStart(Eluna* /*E*/, lua_State* L, Player* player) int SendCinematicStart(Eluna* /*E*/, lua_State* L, Player* player)
{ {
uint32 CinematicSequenceId = Eluna::CHECKVAL<uint32>(L, 2); uint32 CinematicSequenceId = Eluna::CHECKVAL<uint32>(L, 2);
@@ -3940,10 +3940,10 @@ namespace LuaPlayer
} }
/** /**
* Starts a movie for the [Player] * Starts a movie for the [Player]
* *
* @param uint32 MovieId : entry of a movie * @param uint32 MovieId : entry of a movie
*/ */
int SendMovieStart(Eluna* /*E*/, lua_State* L, Player* player) int SendMovieStart(Eluna* /*E*/, lua_State* L, Player* player)
{ {
uint32 MovieId = Eluna::CHECKVAL<uint32>(L, 2); uint32 MovieId = Eluna::CHECKVAL<uint32>(L, 2);

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@@ -1947,6 +1947,19 @@ namespace LuaUnit
return 0; return 0;
} }
/**
* Makes the [Unit] perform the given emote continuously.
*
* @param uint32 emoteId
*/
int EmoteState(Eluna* /*E*/, lua_State* L, Unit* unit)
{
uint32 emoteId = Eluna::CHECKVAL<uint32>(L, 2);
unit->SetUInt32Value(UNIT_NPC_EMOTESTATE, emoteId);
return 0;
}
/** /**
* Returns calculated percentage from Health * Returns calculated percentage from Health
* *

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