Updated method documentation and cleaned up

Method documentation should be completed. Only thing left now is polishing up (fixing typos, update wording, add enumerator data to method documentation that doesn't have it, etc)..

Cleaned whitespaces

Corrected/Fixed up some comments

Removed all known documented method comments in LuaFunctions.cpp. Commented out methods are now marked as undocumented until they are uncommented & documented in their respective header files.

Removed 'Getter, Setter, Boolean, Other' comments in method files

Documented VehicleMethods, the rest of PlayerMethods, UnitMethods, CreatureMethods and GuildMethods.

Refer to #101 for more information
This commit is contained in:
Tommy
2015-09-16 04:14:32 -04:00
parent 34439b2ff3
commit 9d9e72e598
20 changed files with 1323 additions and 757 deletions

View File

@@ -12,7 +12,6 @@
*/
namespace LuaPlayer
{
/* BOOLEAN */
#if (!defined(TBC) && !defined(CLASSIC))
/**
* Returns 'true' if the [Player] can Titan Grip, 'false' otherwise.
@@ -102,6 +101,12 @@ namespace LuaPlayer
return 1;
}
/**
* Returns true if [Player] has specified login flag
*
* @param uint32 flag
* @return bool hasLoginFlag
*/
int HasAtLoginFlag(Eluna* /*E*/, lua_State* L, Player* player)
{
uint32 flag = Eluna::CHECKVAL<uint32>(L, 2);
@@ -110,6 +115,12 @@ namespace LuaPlayer
return 1;
}
/**
* Returns true if [Player] has [Quest] for [GameObject]
*
* @param int32 entry : entry of a [GameObject]
* @return bool hasQuest
*/
int HasQuestForGO(Eluna* /*E*/, lua_State* L, Player* player)
{
int32 entry = Eluna::CHECKVAL<int32>(L, 2);
@@ -260,6 +271,12 @@ namespace LuaPlayer
#endif
#ifdef CLASSIC
/**
* Returns [Player] kills
*
* @param bool honorable = true : if victims are honorable
* @return uint32 kills
*/
int GetHonorStoredKills(Eluna* /*E*/, lua_State* L, Player* player)
{
bool honorable = Eluna::CHECKVAL<bool>(L, 2, true);
@@ -268,12 +285,22 @@ namespace LuaPlayer
return 1;
}
/**
* Returns rank points
*
* @return float rankPoints
*/
int GetRankPoints(Eluna* /*E*/, lua_State* L, Player* player)
{
Eluna::Push(L, player->GetRankPoints());
return 1;
}
/**
* Returns last week's standing position
*
* @return int32 standingPos
*/
int GetHonorLastWeekStandingPos(Eluna* /*E*/, lua_State* L, Player* player)
{
Eluna::Push(L, player->GetHonorLastWeekStandingPos());
@@ -648,64 +675,63 @@ namespace LuaPlayer
/*int HasReceivedQuestReward(Eluna* E, lua_State* L, Player* player)
{
uint32 entry = Eluna::CHECKVAL<uint32>(L, 2);
uint32 entry = Eluna::CHECKVAL<uint32>(L, 2);
Eluna::Push(L, player->IsQuestRewarded(entry));
return 1;
Eluna::Push(L, player->IsQuestRewarded(entry));
return 1;
}*/
/*int IsOutdoorPvPActive(Eluna* E, lua_State* L, Player* player)
{
Eluna::Push(L, player->IsOutdoorPvPActive());
return 1;
Eluna::Push(L, player->IsOutdoorPvPActive());
return 1;
}*/
/*int IsImmuneToEnvironmentalDamage(Eluna* E, lua_State* L, Player* player)
{
Eluna::Push(L, player->IsImmuneToEnvironmentalDamage());
return 1;
Eluna::Push(L, player->IsImmuneToEnvironmentalDamage());
return 1;
}*/
/*int InRandomLfgDungeon(Eluna* E, lua_State* L, Player* player)
{
Eluna::Push(L, player->inRandomLfgDungeon());
return 1;
Eluna::Push(L, player->inRandomLfgDungeon());
return 1;
}*/
/*int IsUsingLfg(Eluna* E, lua_State* L, Player* player)
{
Eluna::Push(L, player->isUsingLfg());
return 1;
Eluna::Push(L, player->isUsingLfg());
return 1;
}*/
/*int IsNeverVisible(Eluna* E, lua_State* L, Player* player)
{
Eluna::Push(L, player->IsNeverVisible());
return 1;
Eluna::Push(L, player->IsNeverVisible());
return 1;
}*/
/*int CanFlyInZone(Eluna* E, lua_State* L, Player* player)
{
uint32 mapid = Eluna::CHECKVAL<uint32>(L, 2);
uint32 zone = Eluna::CHECKVAL<uint32>(L, 2);
uint32 mapid = Eluna::CHECKVAL<uint32>(L, 2);
uint32 zone = Eluna::CHECKVAL<uint32>(L, 2);
Eluna::Push(L, player->IsKnowHowFlyIn(mapid, zone));
return 1;
Eluna::Push(L, player->IsKnowHowFlyIn(mapid, zone));
return 1;
}*/
/*int HasPendingBind(Eluna* E, lua_State* L, Player* player)
{
Eluna::Push(L, player->PendingHasPendingBind());
return 1;
Eluna::Push(L, player->PendingHasPendingBind());
return 1;
}*/
/*int IsARecruiter(Eluna* E, lua_State* L, Player* player)
{
Eluna::Push(L, player->GetSession()->IsARecruiter() || (player->GetSession()->GetRecruiterId() != 0));
return 1;
Eluna::Push(L, player->GetSession()->IsARecruiter() || (player->GetSession()->GetRecruiterId() != 0));
return 1;
}*/
/* GETTERS */
#if (!defined(TBC) && !defined(CLASSIC))
/**
* Returns the amount of available specs the [Player] currently has
@@ -869,12 +895,23 @@ namespace LuaPlayer
return 1;
}
/**
* Returns [Group] invitation
*
* @return [Group] group
*/
int GetGroupInvite(Eluna* /*E*/, lua_State* L, Player* player)
{
Eluna::Push(L, player->GetGroupInvite());
return 1;
}
/**
* Returns rested experience bonus
*
* @param uint32 xp
* @return uint32 xpBonus
*/
int GetXPRestBonus(Eluna* /*E*/, lua_State* L, Player* player)
{
uint32 xp = Eluna::CHECKVAL<uint32>(L, 2);
@@ -938,6 +975,12 @@ namespace LuaPlayer
return 1;
}
/**
* Returns skill temporary bonus value
*
* @param uint32 skill
* @param int16 bonusVal
*/
int GetSkillTempBonusValue(Eluna* /*E*/, lua_State* L, Player* player)
{
uint32 skill = Eluna::CHECKVAL<uint32>(L, 2);
@@ -946,6 +989,12 @@ namespace LuaPlayer
return 1;
}
/**
* Returns skill permanent bonus value
*
* @param uint32 skill
* @param int16 bonusVal
*/
int GetSkillPermBonusValue(Eluna* /*E*/, lua_State* L, Player* player)
{
uint32 skill = Eluna::CHECKVAL<uint32>(L, 2);
@@ -954,6 +1003,12 @@ namespace LuaPlayer
return 1;
}
/**
* Returns skill value without bonus'
*
* @param uint32 skill
* @return uint16 pureVal
*/
int GetPureSkillValue(Eluna* /*E*/, lua_State* L, Player* player)
{
uint32 skill = Eluna::CHECKVAL<uint32>(L, 2);
@@ -962,6 +1017,12 @@ namespace LuaPlayer
return 1;
}
/**
* Returns base skill value
*
* @param uint32 skill
* @return uint16 baseVal
*/
int GetBaseSkillValue(Eluna* /*E*/, lua_State* L, Player* player)
{
uint32 skill = Eluna::CHECKVAL<uint32>(L, 2);
@@ -970,6 +1031,12 @@ namespace LuaPlayer
return 1;
}
/**
* Returns skill value
*
* @param uint32 skill
* @return uint16 val
*/
int GetSkillValue(Eluna* /*E*/, lua_State* L, Player* player)
{
uint32 skill = Eluna::CHECKVAL<uint32>(L, 2);
@@ -978,6 +1045,12 @@ namespace LuaPlayer
return 1;
}
/**
* Returns max value of specified skill without bonus'
*
* @param uint32 skill
* @return uint16 pureVal
*/
int GetPureMaxSkillValue(Eluna* /*E*/, lua_State* L, Player* player)
{
uint32 skill = Eluna::CHECKVAL<uint32>(L, 2);
@@ -986,6 +1059,12 @@ namespace LuaPlayer
return 1;
}
/**
* Returns max value of specified skill
*
* @param uint32 skill
* @return uint16 val
*/
int GetMaxSkillValue(Eluna* /*E*/, lua_State* L, Player* player)
{
uint32 skill = Eluna::CHECKVAL<uint32>(L, 2);
@@ -994,18 +1073,34 @@ namespace LuaPlayer
return 1;
}
/**
* Returns mana bonus from amount of intellect
*
* @return float bonus
*/
int GetManaBonusFromIntellect(Eluna* /*E*/, lua_State* L, Player* player)
{
Eluna::Push(L, player->GetManaBonusFromIntellect());
return 1;
}
/**
* Returns health bonus from amount of stamina
*
* @return float bonus
*/
int GetHealthBonusFromStamina(Eluna* /*E*/, lua_State* L, Player* player)
{
Eluna::Push(L, player->GetHealthBonusFromStamina());
return 1;
}
/**
* Returns raid or dungeon difficulty
*
* @param bool isRaid = true : argument is TrinityCore only
* @return int32 difficulty
*/
int GetDifficulty(Eluna* /*E*/, lua_State* L, Player* player)
{
#ifdef TBC
@@ -1068,6 +1163,11 @@ namespace LuaPlayer
return 1;
}
/**
* Returns [Unit] target combo points are on
*
* @return [Unit] target
*/
int GetComboTarget(Eluna* /*E*/, lua_State* L, Player* player)
{
#ifndef TRINITY
@@ -1078,6 +1178,11 @@ namespace LuaPlayer
return 1;
}
/**
* Returns [Player]'s combo points
*
* @return uint8 comboPoints
*/
int GetComboPoints(Eluna* /*E*/, lua_State* L, Player* player)
{
Eluna::Push(L, player->GetComboPoints());
@@ -1123,6 +1228,13 @@ namespace LuaPlayer
return 1;
}
/**
* Returns [Quest] required [Creature] or [GameObject] count
*
* @param uint32 quest : entry of a quest
* @param int32 entry : entry of required [Creature]
* @return uint16 count
*/
int GetReqKillOrCastCurrentCount(Eluna* /*E*/, lua_State* L, Player* player)
{
uint32 questId = Eluna::CHECKVAL<uint32>(L, 2);
@@ -1178,6 +1290,11 @@ namespace LuaPlayer
return 1;
}
/**
* Returns active GM chat tag
*
* @return uint8 tag
*/
int GetChatTag(Eluna* /*E*/, lua_State* L, Player* player)
{
Eluna::Push(L, player->GetChatTag());
@@ -1461,29 +1578,27 @@ namespace LuaPlayer
/*int GetRecruiterId(Eluna* E, lua_State* L, Player* player)
{
Eluna::Push(L, player->GetSession()->GetRecruiterId());
return 1;
Eluna::Push(L, player->GetSession()->GetRecruiterId());
return 1;
}*/
/*int GetSelectedPlayer(Eluna* E, lua_State* L, Player* player)
{
Eluna::Push(L, player->GetSelectedPlayer());
return 1;
Eluna::Push(L, player->GetSelectedPlayer());
return 1;
}*/
/*int GetSelectedUnit(Eluna* E, lua_State* L, Player* player)
{
Eluna::Push(L, player->GetSelectedUnit());
return 1;
Eluna::Push(L, player->GetSelectedUnit());
return 1;
}*/
/*int GetNearbyGameObject(Eluna* E, lua_State* L, Player* player)
{
Eluna::Push(L, ChatHandler(player->GetSession()).GetNearbyGameObject());
return 1;
Eluna::Push(L, ChatHandler(player->GetSession()).GetNearbyGameObject());
return 1;
}*/
/* SETTERS */
/**
* Locks the player controls and disallows all movement and casting.
@@ -1561,6 +1676,14 @@ namespace LuaPlayer
return 0;
}
/**
* Sets (increases) skill of the [Player]
*
* @param uint16 id
* @param uint16 step
* @param uint16 currVal
* @param uint16 maxVal
*/
int SetSkill(Eluna* /*E*/, lua_State* L, Player* player)
{
uint16 id = Eluna::CHECKVAL<uint16>(L, 2);
@@ -1620,6 +1743,12 @@ namespace LuaPlayer
return 0;
}
/**
* Sets [Quest] state
*
* @param uint32 entry : entry of a quest
* @param uint32 status
*/
int SetQuestStatus(Eluna* /*E*/, lua_State* L, Player* player)
{
uint32 entry = Eluna::CHECKVAL<uint32>(L, 2);
@@ -1657,6 +1786,11 @@ namespace LuaPlayer
return 0;
}
/**
* Toggles PvP Death
*
* @param bool on = true
*/
int SetPvPDeath(Eluna* /*E*/, lua_State* L, Player* player)
{
bool on = Eluna::CHECKVAL<bool>(L, 2, true);
@@ -1691,6 +1825,11 @@ namespace LuaPlayer
return 0;
}
/**
* Toggle Blizz (GM) tag
*
* @param bool on = true
*/
int SetGMChat(Eluna* /*E*/, lua_State* L, Player* player)
{
bool on = Eluna::CHECKVAL<bool>(L, 2, true);
@@ -1772,6 +1911,12 @@ namespace LuaPlayer
#endif
#ifdef CLASSIC
/**
* Sets kills
*
* @param uint32 kills
* @param bool honorable = true : if victims were honorable
*/
int SetHonorStoredKills(Eluna* /*E*/, lua_State* L, Player* player)
{
uint32 kills = Eluna::CHECKVAL<uint32>(L, 2);
@@ -1781,6 +1926,11 @@ namespace LuaPlayer
return 0;
}
/**
* Sets rank points
*
* @param float rankPoints
*/
int SetRankPoints(Eluna* /*E*/, lua_State* L, Player* player)
{
float rankPoints = Eluna::CHECKVAL<float>(L, 2);
@@ -1789,6 +1939,11 @@ namespace LuaPlayer
return 0;
}
/**
* Sets last week's honor standing position
*
* @param int32 standingPos
*/
int SetHonorLastWeekStandingPos(Eluna* /*E*/, lua_State* L, Player* player)
{
int32 standingPos = Eluna::CHECKVAL<int32>(L, 2);
@@ -1881,13 +2036,12 @@ namespace LuaPlayer
/*int SetMovement(Eluna* E, lua_State* L, Player* player)
{
int32 pType = Eluna::CHECKVAL<int32>(L, 2);
int32 pType = Eluna::CHECKVAL<int32>(L, 2);
player->SetMovement((PlayerMovementType)pType);
return 0;
player->SetMovement((PlayerMovementType)pType);
return 0;
}*/
/* OTHER */
#if (!defined(TBC) && !defined(CLASSIC))
/**
* Resets the [Player]s pets talent points
@@ -2028,6 +2182,9 @@ namespace LuaPlayer
return 0;
}
/**
* Creates the [Player]'s corpse
*/
int CreateCorpse(Eluna* /*E*/, lua_State* /*L*/, Player* player)
{
player->CreateCorpse();
@@ -2261,6 +2418,15 @@ namespace LuaPlayer
return 0;
}
/**
* Repairs [Item] at specified position. Returns total repair cost
*
* @param uint16 position
* @param bool cost = true
* @param float discountMod
* @param bool guildBank = false
* @return uint32 totalCost
*/
int DurabilityRepair(Eluna* /*E*/, lua_State* L, Player* player)
{
uint16 position = Eluna::CHECKVAL<uint16>(L, 2);
@@ -2276,6 +2442,14 @@ namespace LuaPlayer
return 1;
}
/**
* Repairs all [Item]s. Returns total repair cost
*
* @param bool cost = true
* @param float discountMod = 1
* @param bool guidBank = false
* @return uint32 totalCost
*/
int DurabilityRepairAll(Eluna* /*E*/, lua_State* L, Player* player)
{
bool cost = Eluna::CHECKVAL<bool>(L, 2, true);
@@ -2290,6 +2464,11 @@ namespace LuaPlayer
return 1;
}
/**
* Sets durability loss for an [Item] in the specified slot
*
* @param int32 slot
*/
int DurabilityPointLossForEquipSlot(Eluna* /*E*/, lua_State* L, Player* player)
{
int32 slot = Eluna::CHECKVAL<int32>(L, 2);
@@ -2299,6 +2478,14 @@ namespace LuaPlayer
return 0;
}
/**
* Sets durability loss on all [Item]s equipped
*
* If inventory is true, sets durability loss for [Item]s in bags
*
* @param int32 points
* @param bool inventory = true
*/
int DurabilityPointsLossAll(Eluna* /*E*/, lua_State* L, Player* player)
{
int32 points = Eluna::CHECKVAL<int32>(L, 2);
@@ -2308,6 +2495,12 @@ namespace LuaPlayer
return 0;
}
/**
* Sets durability loss for the specified [Item]
*
* @param [Item] item
* @param int32 points
*/
int DurabilityPointsLoss(Eluna* /*E*/, lua_State* L, Player* player)
{
Item* item = Eluna::CHECKOBJ<Item>(L, 2);
@@ -2317,6 +2510,12 @@ namespace LuaPlayer
return 0;
}
/**
* Damages specified [Item]
*
* @param [Item] item
* @param double percent
*/
int DurabilityLoss(Eluna* /*E*/, lua_State* L, Player* player)
{
Item* item = Eluna::CHECKOBJ<Item>(L, 2);
@@ -2326,6 +2525,12 @@ namespace LuaPlayer
return 0;
}
/**
* Damages all [Item]s equipped. If inventory is true, damages [Item]s in bags
*
* @param double percent
* @param bool inventory = true
*/
int DurabilityLossAll(Eluna* /*E*/, lua_State* L, Player* player)
{
double percent = Eluna::CHECKVAL<double>(L, 2);
@@ -2399,6 +2604,13 @@ namespace LuaPlayer
return 0;
}
/**
* Removes the [Spell] from the [Player]
*
* @param uint32 entry : entry of a [Spell]
* @param bool disabled = false
* @param bool learnLowRank = true
*/
int RemoveSpell(Eluna* /*E*/, lua_State* L, Player* player)
{
uint32 entry = Eluna::CHECKVAL<uint32>(L, 2);
@@ -2422,6 +2634,12 @@ namespace LuaPlayer
return 0;
}
/**
* Adds combo points to the [Player]
*
* @param [Unit] target
* @param int8 count
*/
int AddComboPoints(Eluna* /*E*/, lua_State* L, Player* player)
{
Unit* target = Eluna::CHECKOBJ<Unit>(L, 2);
@@ -2431,6 +2649,12 @@ namespace LuaPlayer
return 0;
}
/**
* Gives [Quest] monster talked to credit
*
* @param uint32 entry : entry of a [Creature]
* @param [Creature] creature
*/
int TalkedToCreature(Eluna* /*E*/, lua_State* L, Player* player)
{
uint32 entry = Eluna::CHECKVAL<uint32>(L, 2);
@@ -2440,6 +2664,11 @@ namespace LuaPlayer
return 0;
}
/**
* Gives [Quest] monster killed credit
*
* @param uint32 entry : entry of a [Creature]
*/
int KilledMonsterCredit(Eluna* /*E*/, lua_State* L, Player* player)
{
uint32 entry = Eluna::CHECKVAL<uint32>(L, 2);
@@ -2448,6 +2677,12 @@ namespace LuaPlayer
return 0;
}
/**
* Completes a [Quest] if in a [Group]
*
* @param uint32 quest : entry of a quest
* @param [WorldObject] obj
*/
int GroupEventHappens(Eluna* /*E*/, lua_State* L, Player* player)
{
uint32 questId = Eluna::CHECKVAL<uint32>(L, 2);
@@ -2457,6 +2692,11 @@ namespace LuaPlayer
return 0;
}
/**
* Completes the [Quest] if a [Quest] area is explored, or completes the [Quest]
*
* @param uint32 quest : entry of a [Quest]
*/
int AreaExploredOrEventHappens(Eluna* /*E*/, lua_State* L, Player* player)
{
uint32 questId = Eluna::CHECKVAL<uint32>(L, 2);
@@ -2466,9 +2706,9 @@ namespace LuaPlayer
}
/**
* Sets the given quest entry failed for the [Player].
* Sets the given [Quest] entry failed for the [Player].
*
* @param uint32 entry : quest entry
* @param uint32 entry : entry of a [Quest]
*/
int FailQuest(Eluna* /*E*/, lua_State* L, Player* player)
{
@@ -2715,6 +2955,14 @@ namespace LuaPlayer
return 0;
}
/**
* Sends whisper text from the [Player]
*
* @param string text
* @param uint32 lang : language the [Player] will speak
* @param [Player] receiver : is the [Player] that will receive the whisper, if TrinityCore
* @param uint64 guid : is the GUID of a [Player] that will receive the whisper, not TrinityCore
*/
int Whisper(Eluna* /*E*/, lua_State* L, Player* player)
{
std::string text = Eluna::CHECKVAL<std::string>(L, 2);
@@ -2745,6 +2993,12 @@ namespace LuaPlayer
return 0;
}
/**
* Sends yell text from the [Player]
*
* @param string text : text for the [Player] to yells
* @param uint32 lang : language the [Player] will speak
*/
int Yell(Eluna* /*E*/, lua_State* L, Player* player)
{
std::string text = Eluna::CHECKVAL<std::string>(L, 2);
@@ -2757,6 +3011,12 @@ namespace LuaPlayer
return 0;
}
/**
* Sends say text from the [Player]
*
* @param string text : text for the [Player] to say
* @param uint32 lang : language the [Player] will speak
*/
int Say(Eluna* /*E*/, lua_State* L, Player* player)
{
std::string text = Eluna::CHECKVAL<std::string>(L, 2);
@@ -2769,6 +3029,12 @@ namespace LuaPlayer
return 0;
}
/**
* Gives the [Player] experience
*
* @param uint32 xp : experience to give
* @param [Unit] victim = nil
*/
int GiveXP(Eluna* /*E*/, lua_State* L, Player* player)
{
uint32 xp = Eluna::CHECKVAL<uint32>(L, 2);
@@ -3063,6 +3329,11 @@ namespace LuaPlayer
return 0;
}
/**
* Removes specified amount of lifetime kills
*
* @param uint32 val : kills to remove
*/
int RemoveLifetimeKills(Eluna* /*E*/, lua_State* L, Player* player)
{
uint32 val = Eluna::CHECKVAL<uint32>(L, 2);
@@ -3073,6 +3344,12 @@ namespace LuaPlayer
return 0;
}
/**
* Resets cooldown of the specified spell
*
* @param uint32 spellId
* @param bool update = true
*/
int ResetSpellCooldown(Eluna* /*E*/, lua_State* L, Player* player)
{
uint32 spellId = Eluna::CHECKVAL<uint32>(L, 2);
@@ -3085,6 +3362,12 @@ namespace LuaPlayer
return 0;
}
/**
* Resets cooldown of the specified category
*
* @param uint32 category
* @param bool update = true
*/
int ResetTypeCooldowns(Eluna* /*E*/, lua_State* L, Player* player)
{
uint32 category = Eluna::CHECKVAL<uint32>(L, 2);
@@ -3103,7 +3386,7 @@ namespace LuaPlayer
}
/**
* Resets all of the [Player]s cooldowns
* Resets all of the [Player]'s cooldowns
*/
int ResetAllCooldowns(Eluna* /*E*/, lua_State* /*L*/, Player* player)
{
@@ -3115,6 +3398,12 @@ namespace LuaPlayer
return 0;
}
/**
* Clears a cooldown of the specified spell
*
* @param uint32 spellId : entry of a spell
* @param [Unit] target
*/
int SendClearCooldowns(Eluna* /*E*/, lua_State* L, Player* player)
{
uint32 spellId = Eluna::CHECKVAL<uint32>(L, 2);
@@ -3127,6 +3416,7 @@ namespace LuaPlayer
#endif
return 0;
}
/**
* Sends a Broadcast Message to the [Player]
*
@@ -3183,6 +3473,16 @@ namespace LuaPlayer
return 0;
}
/**
* Sends addon message to the [Player] receiver
*
* @param string prefix
* @param string message
* @param uint8 channel
* @param [Player] receiver
* @param string fullMsg
*
*/
int SendAddonMessage(Eluna* /*E*/, lua_State* L, Player* player)
{
std::string prefix = Eluna::CHECKVAL<std::string>(L, 2);
@@ -3371,6 +3671,13 @@ namespace LuaPlayer
return 0;
}
/**
* Plays sound to [Player]
*
* See [Unit]:PlayDirectSound
*
* @param uint32 sound : entry of a sound
*/
int PlaySoundToPlayer(Eluna* /*E*/, lua_State* L, Player* player)
{
uint32 soundId = Eluna::CHECKVAL<uint32>(L, 2);
@@ -3395,6 +3702,16 @@ namespace LuaPlayer
return 0;
}
/**
* Sends POI to the location on your map
*
* @param float x
* @param float y
* @param uint32 icon : map icon to show
* @param uint32 flags
* @param uint32 data
* @param string iconText
*/
int GossipSendPOI(Eluna* /*E*/, lua_State* L, Player* player)
{
float x = Eluna::CHECKVAL<float>(L, 2);
@@ -3456,12 +3773,20 @@ namespace LuaPlayer
return 0;
}
/**
* Converts [Player]'s corpse to bones
*/
int SpawnBones(Eluna* /*E*/, lua_State* /*L*/, Player* player)
{
player->SpawnCorpseBones();
return 0;
}
/**
* Loots [Player]'s bones for insignia
*
* @param [Player] looter
*/
int RemovedInsignia(Eluna* /*E*/, lua_State* L, Player* player)
{
Player* looter = Eluna::CHECKOBJ<Player>(L, 2);