Update AuraMethods.h with new formatting.

This commit is contained in:
Patman64
2014-08-10 03:31:55 -04:00
parent 40160ac9f8
commit eb2b9d78b9

View File

@@ -7,12 +7,22 @@
#ifndef AURAMETHODS_H #ifndef AURAMETHODS_H
#define 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 namespace LuaAura
{ {
/** /**
* Returns the &Unit that casted the &Spell that caused this &Aura to be applied. * 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) 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. * 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) 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. * 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) int GetCasterLevel(lua_State* L, Aura* aura)
{ {
@@ -49,7 +59,7 @@ namespace LuaAura
/** /**
* Returns the amount of time left until the &Aura expires. * 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) 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. * 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) int GetAuraId(lua_State* L, Aura* aura)
{ {
@@ -75,10 +85,10 @@ namespace LuaAura
/** /**
* Returns the amount of time this &Aura lasts when applied. * Returns the amount of time this &Aura lasts when applied.
* *
* To determine how much time has passed since this &Aura was applied, * To determine how much time has passed since this Aura was applied,
* subtract the result of `GetDuration` from the result of this method. * 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) 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. * 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 uint8 : how many times the &Aura has stacked
=======
* @return uint32 stack_amount
*/ */
int GetStackAmount(lua_State* L, Aura* aura) int GetStackAmount(lua_State* L, Aura* aura)
{ {
@@ -106,7 +119,10 @@ namespace LuaAura
/** /**
* Returns the &Unit that the &Aura has been applied to. * Returns the &Unit that the &Aura has been applied to.
* *
<<<<<<< Updated upstream
* @return &Unit : &Unit who the &Aura has been applied to * @return &Unit : &Unit who the &Aura has been applied to
=======
* @return &Unit owner
*/ */
int GetOwner(lua_State* L, Aura* aura) int GetOwner(lua_State* L, Aura* aura)
{ {
@@ -121,7 +137,10 @@ namespace LuaAura
/** /**
* Change the amount of time before the &Aura expires. * 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
=======
* @param int32 duration : the new duration of the Aura, in milliseconds
*/ */
int SetDuration(lua_State* L, Aura* aura) 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 * 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`. * 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
=======
* @param int32 duration : the new maximum duration of the Aura, in milliseconds
*/ */
int SetMaxDuration(lua_State* L, Aura* aura) 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, * If `amount` is greater than or equal to the current number of stacks,
* then the &Aura has its duration reset to the maximum duration. * 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) int SetStackAmount(lua_State* L, Aura* aura)
{ {