mirror of
https://github.com/azerothcore/mod-ale
synced 2025-11-29 15:38:17 +08:00
Change Eluna to a global variable
Remove Eluna* from being passed. You can now get it through Eluna::GetEluna(L) Change function call cleanup to lua_settop instead of manual loop Explicitly delete the copy constructor and copy assignment operators
This commit is contained in:
@@ -18,7 +18,7 @@ namespace LuaGroup
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* @param uint64 guid : guid of a possible leader
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* @return bool isLeader
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*/
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int IsLeader(Eluna* /*E*/, lua_State* L, Group* group)
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int IsLeader(lua_State* L, Group* group)
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{
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uint64 guid = Eluna::CHECKVAL<uint64>(L, 2);
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Eluna::Push(L, group->IsLeader(ObjectGuid(guid)));
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@@ -30,7 +30,7 @@ namespace LuaGroup
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*
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* @return bool isFull
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*/
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int IsFull(Eluna* /*E*/, lua_State* L, Group* group)
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int IsFull(lua_State* L, Group* group)
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{
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Eluna::Push(L, group->IsFull());
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return 1;
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@@ -41,7 +41,7 @@ namespace LuaGroup
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*
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* @return bool isRaid
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*/
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int IsRaidGroup(Eluna* /*E*/, lua_State* L, Group* group)
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int IsRaidGroup(lua_State* L, Group* group)
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{
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Eluna::Push(L, group->isRaidGroup());
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return 1;
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@@ -52,7 +52,7 @@ namespace LuaGroup
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*
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* @return bool isBG
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*/
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int IsBGGroup(Eluna* /*E*/, lua_State* L, Group* group)
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int IsBGGroup(lua_State* L, Group* group)
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{
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Eluna::Push(L, group->isBGGroup());
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return 1;
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@@ -64,7 +64,7 @@ namespace LuaGroup
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* @param uint64 guid : guid of a player
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* @return bool isMember
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*/
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int IsMember(Eluna* /*E*/, lua_State* L, Group* group)
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int IsMember(lua_State* L, Group* group)
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{
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uint64 guid = Eluna::CHECKVAL<uint64>(L, 2);
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Eluna::Push(L, group->IsMember(ObjectGuid(guid)));
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@@ -77,7 +77,7 @@ namespace LuaGroup
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* @param uint64 guid : guid of a player
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* @return bool isAssistant
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*/
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int IsAssistant(Eluna* /*E*/, lua_State* L, Group* group)
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int IsAssistant(lua_State* L, Group* group)
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{
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uint64 guid = Eluna::CHECKVAL<uint64>(L, 2);
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Eluna::Push(L, group->IsAssistant(ObjectGuid(guid)));
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@@ -91,7 +91,7 @@ namespace LuaGroup
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* @param [Player] player2 : second [Player] to check
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* @return bool sameSubGroup
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*/
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int SameSubGroup(Eluna* /*E*/, lua_State* L, Group* group)
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int SameSubGroup(lua_State* L, Group* group)
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{
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Player* player1 = Eluna::CHECKOBJ<Player>(L, 2);
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Player* player2 = Eluna::CHECKOBJ<Player>(L, 3);
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@@ -105,7 +105,7 @@ namespace LuaGroup
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* @param uint8 subGroup : subGroup ID to check
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* @return bool hasFreeSlot
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*/
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int HasFreeSlotSubGroup(Eluna* /*E*/, lua_State* L, Group* group)
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int HasFreeSlotSubGroup(lua_State* L, Group* group)
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{
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uint8 subGroup = Eluna::CHECKVAL<uint8>(L, 2);
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@@ -125,7 +125,7 @@ namespace LuaGroup
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* @param [Player] player : [Player] to add to the group
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* @return bool added : true if member was added
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*/
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int AddMember(Eluna* /*E*/, lua_State* L, Group* group)
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int AddMember(lua_State* L, Group* group)
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{
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Player* player = Eluna::CHECKOBJ<Player>(L, 2);
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@@ -150,13 +150,13 @@ namespace LuaGroup
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return 1;
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}
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/*int IsLFGGroup(Eluna* E, lua_State* L, Group* group) // TODO: Implementation
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/*int IsLFGGroup(lua_State* L, Group* group) // TODO: Implementation
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{
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Eluna::Push(L, group->isLFGGroup());
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return 1;
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}*/
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/*int IsBFGroup(Eluna* E, lua_State* L, Group* group) // TODO: Implementation
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/*int IsBFGroup(lua_State* L, Group* group) // TODO: Implementation
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{
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Eluna::Push(L, group->isBFGroup());
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return 1;
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@@ -167,7 +167,7 @@ namespace LuaGroup
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*
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* @return table groupPlayers : table of [Player]s
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*/
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int GetMembers(Eluna* /*E*/, lua_State* L, Group* group)
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int GetMembers(lua_State* L, Group* group)
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{
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lua_newtable(L);
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int tbl = lua_gettop(L);
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@@ -199,7 +199,7 @@ namespace LuaGroup
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*
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* @return uint64 leaderGUID
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*/
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int GetLeaderGUID(Eluna* /*E*/, lua_State* L, Group* group)
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int GetLeaderGUID(lua_State* L, Group* group)
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{
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#ifndef TRINITY
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Eluna::Push(L, group->GetLeaderGuid());
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@@ -214,7 +214,7 @@ namespace LuaGroup
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*
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* @return uint64 groupGUID
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*/
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int GetGUID(Eluna* /*E*/, lua_State* L, Group* group)
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int GetGUID(lua_State* L, Group* group)
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{
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#ifdef CLASSIC
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Eluna::Push(L, group->GetId());
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@@ -230,7 +230,7 @@ namespace LuaGroup
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* @param string name : the [Player]'s name
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* @return uint64 memberGUID
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*/
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int GetMemberGUID(Eluna* /*E*/, lua_State* L, Group* group)
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int GetMemberGUID(lua_State* L, Group* group)
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{
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const char* name = Eluna::CHECKVAL<const char*>(L, 2);
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#ifndef TRINITY
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@@ -246,7 +246,7 @@ namespace LuaGroup
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*
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* @return uint32 memberCount
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*/
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int GetMembersCount(Eluna* /*E*/, lua_State* L, Group* group)
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int GetMembersCount(lua_State* L, Group* group)
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{
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Eluna::Push(L, group->GetMembersCount());
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return 1;
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@@ -258,7 +258,7 @@ namespace LuaGroup
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* @param uint64 guid : guid of the player
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* @return uint8 subGroupID : a valid subgroup ID or MAX_RAID_SUBGROUPS+1
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*/
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int GetMemberGroup(Eluna* /*E*/, lua_State* L, Group* group)
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int GetMemberGroup(lua_State* L, Group* group)
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{
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uint64 guid = Eluna::CHECKVAL<uint64>(L, 2);
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Eluna::Push(L, group->GetMemberGroup(ObjectGuid(guid)));
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@@ -270,7 +270,7 @@ namespace LuaGroup
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*
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* @param uint64 guid : guid of the new leader
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*/
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int SetLeader(Eluna* /*E*/, lua_State* L, Group* group)
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int SetLeader(lua_State* L, Group* group)
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{
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uint64 guid = Eluna::CHECKVAL<uint64>(L, 2);
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group->ChangeLeader(ObjectGuid(guid));
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@@ -285,7 +285,7 @@ namespace LuaGroup
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* @param bool ignorePlayersInBg : ignores [Player]s in a battleground
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* @param uint64 ignore : ignore a [Player] by their GUID
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*/
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int SendPacket(Eluna* /*E*/, lua_State* L, Group* group)
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int SendPacket(lua_State* L, Group* group)
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{
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WorldPacket* data = Eluna::CHECKOBJ<WorldPacket>(L, 2);
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bool ignorePlayersInBg = Eluna::CHECKVAL<bool>(L, 3);
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@@ -316,7 +316,7 @@ namespace LuaGroup
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* @param [RemoveMethod] method : method used to remove the player
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* @return bool removed
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*/
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int RemoveMember(Eluna* /*E*/, lua_State* L, Group* group)
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int RemoveMember(lua_State* L, Group* group)
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{
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uint64 guid = Eluna::CHECKVAL<uint64>(L, 2);
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uint32 method = Eluna::CHECKVAL<uint32>(L, 3, 0);
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@@ -333,7 +333,7 @@ namespace LuaGroup
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* Disbands this [Group]
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*
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*/
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int Disband(Eluna* /*E*/, lua_State* /*L*/, Group* group)
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int Disband(lua_State* /*L*/, Group* group)
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{
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group->Disband();
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return 0;
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@@ -343,7 +343,7 @@ namespace LuaGroup
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* Converts this [Group] to a raid [Group]
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*
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*/
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int ConvertToRaid(Eluna* /*E*/, lua_State* /*L*/, Group* group)
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int ConvertToRaid(lua_State* /*L*/, Group* group)
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{
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group->ConvertToRaid();
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return 0;
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@@ -355,7 +355,7 @@ namespace LuaGroup
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* @param uint64 guid : guid of the player to move
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* @param uint8 groupID : the subGroup's ID
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*/
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int SetMembersGroup(Eluna* /*E*/, lua_State* L, Group* group)
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int SetMembersGroup(lua_State* L, Group* group)
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{
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uint64 guid = Eluna::CHECKVAL<uint64>(L, 2);
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uint8 subGroup = Eluna::CHECKVAL<uint8>(L, 3);
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@@ -380,7 +380,7 @@ namespace LuaGroup
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* @param uint64 target : GUID of the icon target, 0 is to clear the icon
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* @param uint64 setter : GUID of the icon setter
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*/
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int SetTargetIcon(Eluna* /*E*/, lua_State* L, Group* group)
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int SetTargetIcon(lua_State* L, Group* group)
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{
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uint8 icon = Eluna::CHECKVAL<uint8>(L, 2);
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uint64 target = Eluna::CHECKVAL<uint64>(L, 3);
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@@ -397,7 +397,7 @@ namespace LuaGroup
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return 0;
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}
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/*int ConvertToLFG(Eluna* E, lua_State* L, Group* group) // TODO: Implementation
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/*int ConvertToLFG(lua_State* L, Group* group) // TODO: Implementation
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{
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group->ConvertToLFG();
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return 0;
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