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https://github.com/azerothcore/mod-ale
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GameObject Documentation
Removed all documented methods from LuaFunctions.cpp. This excludes commented out code.
This commit is contained in:
@@ -9,7 +9,12 @@
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namespace LuaGameObject
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{
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/* BOOLEAN */
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/**
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* Returns 'true' if the &GameObject has the specified quest
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*
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* @param uint32 questId : quest entry Id to check
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* @return bool hasQuest
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*/
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int HasQuest(lua_State* L, GameObject* go)
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{
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uint32 questId = Eluna::CHECKVAL<uint32>(L, 2);
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@@ -22,18 +27,33 @@ namespace LuaGameObject
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return 1;
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}
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/**
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* Returns 'true' if the &GameObject is spawned
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*
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* @return bool isSpawned
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*/
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int IsSpawned(lua_State* L, GameObject* go)
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{
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Eluna::Push(L, go->isSpawned());
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return 1;
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}
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/**
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* Returns 'true' if the &GameObject is a transport
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*
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* @return bool isTransport
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*/
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int IsTransport(lua_State* L, GameObject* go)
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{
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Eluna::Push(L, go->IsTransport());
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return 1;
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}
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/**
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* Returns 'true' if the &GameObject is active
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*
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* @return bool isActiveObject
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*/
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int IsActive(lua_State* L, GameObject* go)
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{
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Eluna::Push(L, go->isActiveObject());
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@@ -46,26 +66,74 @@ namespace LuaGameObject
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return 1;
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}*/
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/* GETTERS */
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/**
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* Returns display Id of the &GameObject
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*
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* @return uint32 displayId
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*/
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int GetDisplayId(lua_State* L, GameObject* go)
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{
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Eluna::Push(L, go->GetDisplayId());
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return 1;
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}
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/**
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* Returns the state of a &GameObject
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* Below are client side GOStates off of 3.3.5a
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*
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* <pre>
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* enum GOState
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* {
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* GO_STATE_ACTIVE = 0, // show in world as used and not reset (closed door open)
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* GO_STATE_READY = 1, // show in world as ready (closed door close)
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* GO_STATE_ACTIVE_ALTERNATIVE = 2 // show in world as used in alt way and not reset (closed door open by cannon fire)
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* };
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* </pre>
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*
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* @return uint32 goState
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*/
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int GetGoState(lua_State* L, GameObject* go)
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{
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Eluna::Push(L, go->GetGoState());
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return 1;
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}
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/**
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* Returns the loot state of a &GameObject
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* Below are Loot States off of 3.3.5a
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*
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* <pre>
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* enum LootState
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* {
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* GO_NOT_READY = 0,
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* GO_READY, // can be ready but despawned, and then not possible activate until spawn
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* GO_ACTIVATED,
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* GO_JUST_DEACTIVATED
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* };
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* </pre>
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*
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* @return uint32 lootState
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*/
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int GetLootState(lua_State* L, GameObject* go)
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{
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Eluna::Push(L, go->getLootState());
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return 1;
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}
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/* SETTERS */
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/**
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* Sets the state of a &GameObject
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*
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* <pre>
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* enum GOState
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* {
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* GO_STATE_ACTIVE = 0, // show in world as used and not reset (closed door open)
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* GO_STATE_READY = 1, // show in world as ready (closed door close)
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* GO_STATE_ACTIVE_ALTERNATIVE = 2 // show in world as used in alt way and not reset (closed door open by cannon fire)
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* };
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* </pre>
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*
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* @param uint32 state : all available go states can be seen above
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*/
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int SetGoState(lua_State* L, GameObject* go)
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{
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uint32 state = Eluna::CHECKVAL<uint32>(L, 2, 0);
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@@ -80,6 +148,22 @@ namespace LuaGameObject
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return 0;
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}
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/**
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* Sets the loot state of a &GameObject
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* Below are Loot States off of 3.3.5a
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*
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* <pre>
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* enum LootState
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* {
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* GO_NOT_READY = 0,
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* GO_READY, // can be ready but despawned, and then not possible activate until spawn
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* GO_ACTIVATED,
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* GO_JUST_DEACTIVATED
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* };
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* </pre>
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*
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* @param uint32 state : all available loot states can be seen above
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*/
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int SetLootState(lua_State* L, GameObject* go)
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{
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uint32 state = Eluna::CHECKVAL<uint32>(L, 2, 0);
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@@ -96,13 +180,21 @@ namespace LuaGameObject
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return 0;
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}
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/* OTHER */
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/**
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* Saves &GameObject to the database
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*
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*/
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int SaveToDB(lua_State* /*L*/, GameObject* go)
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{
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go->SaveToDB();
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return 0;
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}
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/**
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* Removes &GameObject from the world
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*
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* @param bool deleteFromDB : if true, it will delete the go from the database
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*/
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int RemoveFromWorld(lua_State* L, GameObject* go)
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{
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bool deldb = Eluna::CHECKVAL<bool>(L, 2, false);
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@@ -112,6 +204,14 @@ namespace LuaGameObject
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return 0;
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}
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/**
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* Registers a event to the &GameObject
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*
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* @param function function : function to register the event with
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* @param uint32 delay : set time in milliseconds for the event to trigger
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* @param uint32 repeats : how many times for the event to repeat, 0 is infinite
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* @return int32 functionReference
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*/
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int RegisterEvent(lua_State* L, GameObject* go)
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{
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luaL_checktype(L, 2, LUA_TFUNCTION);
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@@ -126,6 +226,11 @@ namespace LuaGameObject
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return 1;
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}
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/**
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* Removes event from a &GameObject by the specified event Id
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*
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* @param int32 eventId : event Id to remove
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*/
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int RemoveEventById(lua_State* L, GameObject* go)
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{
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int eventId = Eluna::CHECKVAL<int>(L, 2);
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@@ -133,12 +238,21 @@ namespace LuaGameObject
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return 0;
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}
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/**
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* Removes all events from a &GameObject
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*
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*/
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int RemoveEvents(lua_State* /*L*/, GameObject* go)
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{
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sEluna->m_EventMgr->RemoveEvents(&go->m_Events);
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return 0;
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}
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/**
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* Changes the state of a &GameObject to a door or button
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*
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* @param uint32 delay : cooldown time to restore the go
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*/
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int UseDoorOrButton(lua_State* L, GameObject* go)
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{
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uint32 delay = Eluna::CHECKVAL<uint32>(L, 2, 0);
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@@ -147,6 +261,11 @@ namespace LuaGameObject
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return 0;
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}
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/**
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* Despawns a &GameObject
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*
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* @param uint32 delay : time of despawn
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*/
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int Despawn(lua_State* L, GameObject* go)
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{
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uint32 delay = Eluna::CHECKVAL<uint32>(L, 2, 1);
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@@ -158,6 +277,11 @@ namespace LuaGameObject
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return 0;
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}
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/**
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* Respawns a &GameObject
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*
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* @param uint32 delay : time of respawn
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*/
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int Respawn(lua_State* L, GameObject* go)
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{
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uint32 delay = Eluna::CHECKVAL<uint32>(L, 2, 1);
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