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