mirror of
https://github.com/azerothcore/mod-ale
synced 2025-11-29 15:38:17 +08:00
Eluna Implement [] to parser, change all & to [] in documentation and fix a bug with CastCustomSpell
This commit is contained in:
@@ -10,10 +10,10 @@
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namespace LuaWorldObject
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{
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/**
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* Returns the name of the &WorldObject
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*
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* @return string name
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*/
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* Returns the name of the [WorldObject]
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*
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* @return string name
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*/
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int GetName(lua_State* L, WorldObject* obj)
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{
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Eluna::Push(L, obj->GetName());
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@@ -21,10 +21,10 @@ namespace LuaWorldObject
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}
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/**
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* Returns the current &Map object of the &WorldObject
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*
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* @return &Map mapObject
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*/
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* Returns the current [Map] object of the [WorldObject]
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*
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* @return [Map] mapObject
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*/
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int GetMap(lua_State* L, WorldObject* obj)
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{
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Eluna::Push(L, obj->GetMap());
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@@ -33,10 +33,10 @@ namespace LuaWorldObject
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#if (!defined(TBC) && !defined(CLASSIC))
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/**
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* Returns the current phase of the &WorldObject
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*
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* @return uint32 phase
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*/
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* Returns the current phase of the [WorldObject]
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*
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* @return uint32 phase
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*/
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int GetPhaseMask(lua_State* L, WorldObject* obj)
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{
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Eluna::Push(L, obj->GetPhaseMask());
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@@ -45,10 +45,10 @@ namespace LuaWorldObject
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#endif
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/**
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* Returns the current instance ID of the &WorldObject
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*
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* @return uint32 instanceId
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*/
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* Returns the current instance ID of the [WorldObject]
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*
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* @return uint32 instanceId
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*/
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int GetInstanceId(lua_State* L, WorldObject* obj)
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{
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Eluna::Push(L, obj->GetInstanceId());
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@@ -56,10 +56,10 @@ namespace LuaWorldObject
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}
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/**
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* Returns the current area ID of the &WorldObject
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*
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* @return uint32 areaId
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*/
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* Returns the current area ID of the [WorldObject]
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*
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* @return uint32 areaId
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*/
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int GetAreaId(lua_State* L, WorldObject* obj)
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{
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Eluna::Push(L, obj->GetAreaId());
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@@ -67,10 +67,10 @@ namespace LuaWorldObject
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}
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/**
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* Returns the current zone ID of the &WorldObject
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*
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* @return uint32 zoneId
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*/
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* Returns the current zone ID of the [WorldObject]
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*
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* @return uint32 zoneId
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*/
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int GetZoneId(lua_State* L, WorldObject* obj)
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{
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Eluna::Push(L, obj->GetZoneId());
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@@ -78,10 +78,10 @@ namespace LuaWorldObject
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}
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/**
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* Returns the current map ID of the &WorldObject
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*
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* @return uint32 mapId
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*/
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* Returns the current map ID of the [WorldObject]
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*
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* @return uint32 mapId
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*/
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int GetMapId(lua_State* L, WorldObject* obj)
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{
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Eluna::Push(L, obj->GetMapId());
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@@ -89,10 +89,10 @@ namespace LuaWorldObject
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}
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/**
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* Returns the current X coordinate of the &WorldObject
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*
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* @return float x
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*/
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* Returns the current X coordinate of the [WorldObject]
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*
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* @return float x
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*/
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int GetX(lua_State* L, WorldObject* obj)
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{
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Eluna::Push(L, obj->GetPositionX());
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@@ -100,10 +100,10 @@ namespace LuaWorldObject
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}
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/**
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* Returns the current Y coordinate of the &WorldObject
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*
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* @return float y
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*/
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* Returns the current Y coordinate of the [WorldObject]
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*
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* @return float y
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*/
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int GetY(lua_State* L, WorldObject* obj)
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{
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Eluna::Push(L, obj->GetPositionY());
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@@ -111,10 +111,10 @@ namespace LuaWorldObject
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}
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/**
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* Returns the current Z coordinate of the &WorldObject
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*
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* @return float z
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*/
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* Returns the current Z coordinate of the [WorldObject]
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*
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* @return float z
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*/
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int GetZ(lua_State* L, WorldObject* obj)
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{
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Eluna::Push(L, obj->GetPositionZ());
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@@ -122,10 +122,10 @@ namespace LuaWorldObject
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}
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/**
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* Returns the current orientation of the &WorldObject
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*
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* @return float orientation / facing
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*/
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* Returns the current orientation of the [WorldObject]
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*
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* @return float orientation / facing
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*/
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int GetO(lua_State* L, WorldObject* obj)
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{
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Eluna::Push(L, obj->GetOrientation());
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@@ -133,13 +133,13 @@ namespace LuaWorldObject
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}
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/**
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* Returns the coordinates and orientation of the &WorldObject
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*
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* @return float x : x coordinate of the &WorldObject
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* @return float y : y coordinate of the &WorldObject
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* @return float z : z coordinate (height) of the &WorldObject
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* @return float o : facing / orientation of the &WorldObject
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*/
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* Returns the coordinates and orientation of the [WorldObject]
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*
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* @return float x : x coordinate of the [WorldObject]
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* @return float y : y coordinate of the [WorldObject]
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* @return float z : z coordinate (height) of the [WorldObject]
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* @return float o : facing / orientation of the [WorldObject]
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*/
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int GetLocation(lua_State* L, WorldObject* obj)
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{
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Eluna::Push(L, obj->GetPositionX());
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@@ -150,12 +150,12 @@ namespace LuaWorldObject
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}
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/**
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* Returns the nearest &Player object in sight of the &WorldObject or within the given range
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*
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* @param float range = 533.33333 : optionally set range. Default range is grid size
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*
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* @return &Player nearestPlayer
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*/
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* Returns the nearest [Player] object in sight of the [WorldObject] or within the given range
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*
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* @param float range = 533.33333 : optionally set range. Default range is grid size
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*
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* @return [Player] nearestPlayer
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*/
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int GetNearestPlayer(lua_State* L, WorldObject* obj)
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{
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float range = Eluna::CHECKVAL<float>(L, 2, SIZE_OF_GRIDS);
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@@ -175,13 +175,13 @@ namespace LuaWorldObject
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}
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/**
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* Returns the nearest &GameObject object in sight of the &WorldObject or within the given range and/or with a specific entry ID
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*
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* @param float range = 533.33333 : optionally set range. Default range is grid size
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* @param uint32 entryId = 0 : optionally set entry ID of game object to find
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*
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* @return &GameObject nearestGameObject
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*/
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* Returns the nearest [GameObject] object in sight of the [WorldObject] or within the given range and/or with a specific entry ID
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*
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* @param float range = 533.33333 : optionally set range. Default range is grid size
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* @param uint32 entryId = 0 : optionally set entry ID of game object to find
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*
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* @return [GameObject] nearestGameObject
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*/
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int GetNearestGameObject(lua_State* L, WorldObject* obj)
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{
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float range = Eluna::CHECKVAL<float>(L, 2, SIZE_OF_GRIDS);
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@@ -202,13 +202,13 @@ namespace LuaWorldObject
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}
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/**
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* Returns the nearest &Creature object in sight of the &WorldObject or within the given range and/or with a specific entry ID
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*
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* @param float range = 533.33333 : optionally set range. Default range is grid size
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* @param uint32 entryId = 0 : optionally set entry ID of creature to find
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*
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* @return &Creature nearestCreature
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*/
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* Returns the nearest [Creature] object in sight of the [WorldObject] or within the given range and/or with a specific entry ID
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*
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* @param float range = 533.33333 : optionally set range. Default range is grid size
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* @param uint32 entryId = 0 : optionally set entry ID of creature to find
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*
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* @return [Creature] nearestCreature
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*/
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int GetNearestCreature(lua_State* L, WorldObject* obj)
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{
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float range = Eluna::CHECKVAL<float>(L, 2, SIZE_OF_GRIDS);
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@@ -229,12 +229,12 @@ namespace LuaWorldObject
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}
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/**
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* Returns a table of &Player objects in sight of the &WorldObject or within the given range
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*
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* @param float range = 533.33333 : optionally set range. Default range is grid size
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*
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* @return table playersInRange : table of &Players
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*/
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* Returns a table of [Player] objects in sight of the [WorldObject] or within the given range
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*
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* @param float range = 533.33333 : optionally set range. Default range is grid size
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*
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* @return table playersInRange : table of [Player]s
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*/
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int GetPlayersInRange(lua_State* L, WorldObject* obj)
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{
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float range = Eluna::CHECKVAL<float>(L, 2, SIZE_OF_GRIDS);
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@@ -265,13 +265,13 @@ namespace LuaWorldObject
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}
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/**
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* Returns a table of &Creature objects in sight of the &WorldObject or within the given range and/or with a specific entry ID
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*
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* @param float range = 533.33333 : optionally set range. Default range is grid size
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* @param uint32 entryId = 0 : optionally set entry ID of creatures to find
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*
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* @return table creaturesInRange : table of &Creatures
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*/
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* Returns a table of [Creature] objects in sight of the [WorldObject] or within the given range and/or with a specific entry ID
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*
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* @param float range = 533.33333 : optionally set range. Default range is grid size
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* @param uint32 entryId = 0 : optionally set entry ID of creatures to find
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*
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* @return table creaturesInRange : table of [Creature]s
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*/
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int GetCreaturesInRange(lua_State* L, WorldObject* obj)
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{
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float range = Eluna::CHECKVAL<float>(L, 2, SIZE_OF_GRIDS);
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@@ -303,13 +303,13 @@ namespace LuaWorldObject
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}
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/**
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* Returns a table of &GameObject objects in sight of the &WorldObject or within the given range and/or with a specific entry ID
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*
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* @param float range = 533.33333 : optionally set range. Default range is grid size
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* @param uint32 entryId = 0 : optionally set entry ID of game objects to find
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*
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* @return table gameObjectsInRange : table of &GameObjects
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*/
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* Returns a table of [GameObject] objects in sight of the [WorldObject] or within the given range and/or with a specific entry ID
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*
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* @param float range = 533.33333 : optionally set range. Default range is grid size
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* @param uint32 entryId = 0 : optionally set entry ID of game objects to find
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*
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* @return table gameObjectsInRange : table of [GameObject]s
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*/
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int GetGameObjectsInRange(lua_State* L, WorldObject* obj)
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{
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float range = Eluna::CHECKVAL<float>(L, 2, SIZE_OF_GRIDS);
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@@ -341,16 +341,16 @@ namespace LuaWorldObject
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}
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/**
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* Returns nearest &WorldObject in sight of the &WorldObject.
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* The distance, type, entry and hostility requirements the &WorldObject must match can be passed.
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*
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* @param float range = 533.33333 : optionally set range. Default range is grid size
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* @param &TypeMask type = 0 : the &TypeMask that the &WorldObject must be. This can contain multiple types. 0 will be ingored
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* @param uint32 entry = 0 : the entry of the &WorldObject, 0 will be ingored
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* @param uint32 hostile = 0 : specifies whether the &WorldObject needs to be 1 hostile, 2 friendly or 0 either
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*
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* @return &WorldObject worldObject
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*/
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* Returns nearest [WorldObject] in sight of the [WorldObject].
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* The distance, type, entry and hostility requirements the [WorldObject] must match can be passed.
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*
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* @param float range = 533.33333 : optionally set range. Default range is grid size
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* @param [TypeMask] type = 0 : the [TypeMask] that the [WorldObject] must be. This can contain multiple types. 0 will be ingored
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* @param uint32 entry = 0 : the entry of the [WorldObject], 0 will be ingored
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* @param uint32 hostile = 0 : specifies whether the [WorldObject] needs to be 1 hostile, 2 friendly or 0 either
|
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*
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* @return [WorldObject] worldObject
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*/
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int GetNearObject(lua_State* L, WorldObject* obj)
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{
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float range = Eluna::CHECKVAL<float>(L, 2, SIZE_OF_GRIDS);
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@@ -376,15 +376,15 @@ namespace LuaWorldObject
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}
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/**
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* Returns a table of &WorldObjects in sight of the &WorldObject.
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* The distance, type, entry and hostility requirements the &WorldObject must match can be passed.
|
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* Returns a table of [WorldObject]s in sight of the [WorldObject].
|
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* The distance, type, entry and hostility requirements the [WorldObject] must match can be passed.
|
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*
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* @param float range = 533.33333 : optionally set range. Default range is grid size
|
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* @param &TypeMask type = 0 : the &TypeMask that the &WorldObject must be. This can contain multiple types. 0 will be ingored
|
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* @param uint32 entry = 0 : the entry of the &WorldObject, 0 will be ingored
|
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* @param uint32 hostile = 0 : specifies whether the &WorldObject needs to be 1 hostile, 2 friendly or 0 either
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* @param [TypeMask] type = 0 : the [TypeMask] that the [WorldObject] must be. This can contain multiple types. 0 will be ingored
|
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* @param uint32 entry = 0 : the entry of the [WorldObject], 0 will be ingored
|
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* @param uint32 hostile = 0 : specifies whether the [WorldObject] needs to be 1 hostile, 2 friendly or 0 either
|
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*
|
||||
* @return table worldObjectList : table of &WorldObjects
|
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* @return table worldObjectList : table of [WorldObject]s
|
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*/
|
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int GetNearObjects(lua_State* L, WorldObject* obj)
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{
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@@ -422,12 +422,12 @@ namespace LuaWorldObject
|
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}
|
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|
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/**
|
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* Returns a &WorldObject based on it's guid if it is spawned
|
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*
|
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* @param uint64 guid
|
||||
*
|
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* @return &WorldObject worldObject
|
||||
*/
|
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* Returns a [WorldObject] based on it's guid if it is spawned
|
||||
*
|
||||
* @param uint64 guid
|
||||
*
|
||||
* @return [WorldObject] worldObject
|
||||
*/
|
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int GetWorldObject(lua_State* L, WorldObject* obj)
|
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{
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uint64 guid = Eluna::CHECKVAL<uint64>(L, 2);
|
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@@ -461,18 +461,18 @@ namespace LuaWorldObject
|
||||
}
|
||||
|
||||
/**
|
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* Returns the distance from this &WorldObject to another &WorldObject, or from this &WorldObject to a point.
|
||||
*
|
||||
* @proto dist = (obj)
|
||||
* @proto dist = (x, y, z)
|
||||
*
|
||||
* @param &WorldObject obj
|
||||
* @param float x : the X-coordinate of the point
|
||||
* @param float y : the Y-coordinate of the point
|
||||
* @param float z : the Z-coordinate of the point
|
||||
*
|
||||
* @return float dist : the distance in yards
|
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*/
|
||||
* Returns the distance from this [WorldObject] to another [WorldObject], or from this [WorldObject] to a point.
|
||||
*
|
||||
* @proto dist = (obj)
|
||||
* @proto dist = (x, y, z)
|
||||
*
|
||||
* @param [WorldObject] obj
|
||||
* @param float x : the X-coordinate of the point
|
||||
* @param float y : the Y-coordinate of the point
|
||||
* @param float z : the Z-coordinate of the point
|
||||
*
|
||||
* @return float dist : the distance in yards
|
||||
*/
|
||||
int GetDistance(lua_State* L, WorldObject* obj)
|
||||
{
|
||||
WorldObject* target = Eluna::CHECKOBJ<WorldObject>(L, 2, false);
|
||||
@@ -489,12 +489,12 @@ namespace LuaWorldObject
|
||||
}
|
||||
|
||||
/**
|
||||
* Returns a point relative to the &WorldObject.
|
||||
* With distance set to 1 and angle set to 0, this will return a point 1 yard in front of the &WorldObject
|
||||
* Returns a point relative to the [WorldObject].
|
||||
* With distance set to 1 and angle set to 0, this will return a point 1 yard in front of the [WorldObject]
|
||||
*
|
||||
* @param &WorldObject object
|
||||
* @param float distance : specifies the distance of the point from the &WorldObject in yards
|
||||
* @param float angle : specifies the angle of the point relative to the orientation / facing of the &WorldObject in radians
|
||||
* @param [WorldObject] object
|
||||
* @param float distance : specifies the distance of the point from the [WorldObject] in yards
|
||||
* @param float angle : specifies the angle of the point relative to the orientation / facing of the [WorldObject] in radians
|
||||
*
|
||||
* @return float x
|
||||
* @return float y
|
||||
@@ -515,18 +515,18 @@ namespace LuaWorldObject
|
||||
}
|
||||
|
||||
/**
|
||||
* Returns the angle between this &WorldObject and another &WorldObject or a point.
|
||||
* The angle is the angle between two points and orientation will be ignored.
|
||||
*
|
||||
* @proto dist = (obj)
|
||||
* @proto dist = (x, y)
|
||||
*
|
||||
* @param &WorldObject object
|
||||
* @param float x
|
||||
* @param float y
|
||||
*
|
||||
* @return float angle : angle in radians in range 0..2*pi
|
||||
*/
|
||||
* Returns the angle between this [WorldObject] and another [WorldObject] or a point.
|
||||
* The angle is the angle between two points and orientation will be ignored.
|
||||
*
|
||||
* @proto dist = (obj)
|
||||
* @proto dist = (x, y)
|
||||
*
|
||||
* @param [WorldObject] object
|
||||
* @param float x
|
||||
* @param float y
|
||||
*
|
||||
* @return float angle : angle in radians in range 0..2*pi
|
||||
*/
|
||||
int GetAngle(lua_State* L, WorldObject* obj)
|
||||
{
|
||||
WorldObject* target = Eluna::CHECKOBJ<WorldObject>(L, 2, false);
|
||||
@@ -543,10 +543,10 @@ namespace LuaWorldObject
|
||||
}
|
||||
|
||||
/**
|
||||
* Sends a &WorldPacket to &Players in sight of the &WorldObject.
|
||||
*
|
||||
* @param &WorldPacket packet
|
||||
*/
|
||||
* Sends a [WorldPacket] to [Player]s in sight of the [WorldObject].
|
||||
*
|
||||
* @param [WorldPacket] packet
|
||||
*/
|
||||
int SendPacket(lua_State* L, WorldObject* obj)
|
||||
{
|
||||
WorldPacket* data = Eluna::CHECKOBJ<WorldPacket>(L, 2);
|
||||
@@ -555,16 +555,16 @@ namespace LuaWorldObject
|
||||
}
|
||||
|
||||
/**
|
||||
* Spawns a &GameObject at specified location.
|
||||
*
|
||||
* @param uint32 entry : &GameObject entry ID
|
||||
* @param float x
|
||||
* @param float y
|
||||
* @param float z
|
||||
* @param float o
|
||||
* @param uint32 respawnDelay = 30 : respawn time in seconds
|
||||
* @return &GameObject gameObject
|
||||
*/
|
||||
* Spawns a [GameObject] at specified location.
|
||||
*
|
||||
* @param uint32 entry : [GameObject] entry ID
|
||||
* @param float x
|
||||
* @param float y
|
||||
* @param float z
|
||||
* @param float o
|
||||
* @param uint32 respawnDelay = 30 : respawn time in seconds
|
||||
* @return [GameObject] gameObject
|
||||
*/
|
||||
int SummonGameObject(lua_State* L, WorldObject* obj)
|
||||
{
|
||||
uint32 entry = Eluna::CHECKVAL<uint32>(L, 2);
|
||||
@@ -582,17 +582,17 @@ namespace LuaWorldObject
|
||||
}
|
||||
|
||||
/**
|
||||
* Spawns the creature at specified location.
|
||||
*
|
||||
* @param uint32 entry : &Creature's entry ID
|
||||
* @param float x
|
||||
* @param float y
|
||||
* @param float z
|
||||
* @param float o
|
||||
* @param TempSummonType spawnType : defines how and when the creature despawns
|
||||
* @param uint32 despawnTimer : despawn time in seconds
|
||||
* @return &Creature spawnedCreature
|
||||
*/
|
||||
* Spawns the creature at specified location.
|
||||
*
|
||||
* @param uint32 entry : [Creature]'s entry ID
|
||||
* @param float x
|
||||
* @param float y
|
||||
* @param float z
|
||||
* @param float o
|
||||
* @param TempSummonType spawnType : defines how and when the creature despawns
|
||||
* @param uint32 despawnTimer : despawn time in seconds
|
||||
* @return [Creature] spawnedCreature
|
||||
*/
|
||||
int SpawnCreature(lua_State* L, WorldObject* obj)
|
||||
{
|
||||
uint32 entry = Eluna::CHECKVAL<uint32>(L, 2);
|
||||
|
||||
Reference in New Issue
Block a user