From eb2b9d78b9e21b873889b8db728c2ea0251a9d43 Mon Sep 17 00:00:00 2001 From: Patman64 Date: Sun, 10 Aug 2014 03:31:55 -0400 Subject: [PATCH] Update AuraMethods.h with new formatting. --- AuraMethods.h | 40 +++++++++++++++++++++++++++++++--------- 1 file changed, 31 insertions(+), 9 deletions(-) diff --git a/AuraMethods.h b/AuraMethods.h index a183e93..0203748 100644 --- a/AuraMethods.h +++ b/AuraMethods.h @@ -7,12 +7,22 @@ #ifndef AURAMETHODS_H #define AURAMETHODS_H +/*** + * The persistent effect of a &Spell that remains on a &Unit after the spell + * has been cast. + * + * As an example, if you cast a damage-over-time spell on a target, an Aura is + * put on the target that deals damage continuously. + * + * Auras on your player are displayed in-game as a series of icons to the left + * of the mini-map. + */ namespace LuaAura { /** * Returns the &Unit that casted the &Spell that caused this &Aura to be applied. * - * @return &Unit : the &Unit that casted this &Aura + * @return &Unit caster */ int GetCaster(lua_State* L, Aura* aura) { @@ -23,7 +33,7 @@ namespace LuaAura /** * Returns the GUID of the &Unit that casted the &Spell that caused this &Aura to be applied. * - * @return uint64 : the GUID of the &Unit as a string + * @return string caster_guid : the GUID of the Unit as a decimal string */ int GetCasterGUID(lua_State* L, Aura* aura) { @@ -38,7 +48,7 @@ namespace LuaAura /** * Returns the level of the &Unit that casted the &Spell that caused this &Aura to be applied. * - * @return uint8 : the level of the &Unit + * @return uint32 caster_level */ int GetCasterLevel(lua_State* L, Aura* aura) { @@ -49,7 +59,7 @@ namespace LuaAura /** * Returns the amount of time left until the &Aura expires. * - * @return int32 : amount of time left in milliseconds + * @return int32 duration : amount of time left in milliseconds */ int GetDuration(lua_State* L, Aura* aura) { @@ -64,7 +74,7 @@ namespace LuaAura /** * Returns the ID of the &Spell that caused this &Aura to be applied. * - * @return uint32 : the spellid + * @return uint32 aura_id */ int GetAuraId(lua_State* L, Aura* aura) { @@ -75,10 +85,10 @@ namespace LuaAura /** * Returns the amount of time this &Aura lasts when applied. * - * To determine how much time has passed since this &Aura was applied, - * subtract the result of `GetDuration` from the result of this method. + * To determine how much time has passed since this Aura was applied, + * subtract the result of &Aura:GetDuration from the result of this method. * - * @return int32 : the maximum duration of the &Aura, in milliseconds + * @return int32 max_duration : the maximum duration of the Aura, in milliseconds */ int GetMaxDuration(lua_State* L, Aura* aura) { @@ -95,7 +105,10 @@ namespace LuaAura * * This is the same as the number displayed on the &Aura's icon in-game. * +<<<<<<< Updated upstream * @return uint8 : how many times the &Aura has stacked +======= + * @return uint32 stack_amount */ int GetStackAmount(lua_State* L, Aura* aura) { @@ -106,7 +119,10 @@ namespace LuaAura /** * Returns the &Unit that the &Aura has been applied to. * +<<<<<<< Updated upstream * @return &Unit : &Unit who the &Aura has been applied to +======= + * @return &Unit owner */ int GetOwner(lua_State* L, Aura* aura) { @@ -121,7 +137,10 @@ namespace LuaAura /** * Change the amount of time before the &Aura expires. * +<<<<<<< Updated upstream * @param int32 duration : the new duration of the &Aura, in milliseconds +======= + * @param int32 duration : the new duration of the Aura, in milliseconds */ int SetDuration(lua_State* L, Aura* aura) { @@ -140,7 +159,10 @@ namespace LuaAura * This does not affect the current duration of the &Aura, but if the &Aura * is reset to the maximum duration, it will instead change to `duration`. * +<<<<<<< Updated upstream * @param int32 duration : the new maximum duration of the &Aura, in milliseconds +======= + * @param int32 duration : the new maximum duration of the Aura, in milliseconds */ int SetMaxDuration(lua_State* L, Aura* aura) { @@ -159,7 +181,7 @@ namespace LuaAura * If `amount` is greater than or equal to the current number of stacks, * then the &Aura has its duration reset to the maximum duration. * - * @param uint8 amount : the new stack amount for the &Aura + * @param uint32 amount */ int SetStackAmount(lua_State* L, Aura* aura) {