Revert doc indentation change

This commit is contained in:
Rochet2
2014-08-13 17:24:18 +03:00
parent 98b45e9715
commit f2ebe41c0a

View File

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