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Update AuraMethods.h with new formatting.
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Patman64 committed Aug 10, 2014
1 parent 40160ac commit eb2b9d7
Showing 1 changed file with 31 additions and 9 deletions.
40 changes: 31 additions & 9 deletions AuraMethods.h
Original file line number Diff line number Diff line change
Expand Up @@ -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)
{
Expand All @@ -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)
{
Expand All @@ -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)
{
Expand All @@ -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)
{
Expand All @@ -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)
{
Expand All @@ -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)
{
Expand All @@ -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)
{
Expand All @@ -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)
{
Expand All @@ -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)
{
Expand All @@ -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)
{
Expand All @@ -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)
{
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