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https://github.com/mod-playerbots/azerothcore-wotlk.git
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docs(Core): improve several functions documentation (#19677)
* initial release * fix reviews * fix some typo and add new documetations for MotionMaster * new update and fix the cli-codestyle * fix typo * fix reviews
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@@ -1141,6 +1141,9 @@ uint32 Unit::DealDamage(Unit* attacker, Unit* victim, uint32 damage, CleanDamage
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return damage;
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}
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/**
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* @brief Interrupt the unit cast for all the current spells
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*/
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void Unit::CastStop(uint32 except_spellid, bool withInstant)
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{
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for (uint32 i = CURRENT_FIRST_NON_MELEE_SPELL; i < CURRENT_MAX_SPELL; i++)
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@@ -3034,6 +3037,10 @@ void Unit::SendMeleeAttackStart(Unit* victim, Player* sendTo)
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LOG_DEBUG("entities.unit", "WORLD: Sent SMSG_ATTACKSTART");
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}
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/**
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* @brief Send to the client SMSG_ATTACKSTOP but doesn't clear UNIT_STATE_MELEE_ATTACKING on server side
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* or interrupt spells. Unless you know exactly what you're doing, use AttackStop() or RemoveAllAttackers() instead
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*/
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void Unit::SendMeleeAttackStop(Unit* victim)
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{
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// pussywizard: calling SendMeleeAttackStop without clearing UNIT_STATE_MELEE_ATTACKING and then AttackStart the same player may spoil npc rotating!
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@@ -10331,6 +10338,10 @@ bool Unit::Attack(Unit* victim, bool meleeAttack)
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return true;
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}
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/**
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* @brief Force the unit to stop attacking. This will clear UNIT_STATE_MELEE_ATTACKING,
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* Interrupt current spell, AI assistance, and call SendMeleeAttackStop() to the client
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*/
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bool Unit::AttackStop()
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{
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if (!m_attacking)
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@@ -10407,6 +10418,9 @@ bool Unit::isAttackingPlayer() const
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return false;
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}
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/**
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* @brief Remove all units in m_attackers list and send them AttackStop()
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*/
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void Unit::RemoveAllAttackers()
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{
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while (!m_attackers.empty())
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@@ -16600,7 +16614,7 @@ void Unit::ResumeMovement(uint32 timer /* = 0*/, uint8 slot /* = 0*/)
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movementGenerator->Resume(timer);
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}
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void Unit::StopMovingOnCurrentPos() // pussywizard
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void Unit::StopMovingOnCurrentPos()
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{
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ClearUnitState(UNIT_STATE_MOVING);
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@@ -20487,6 +20501,12 @@ bool Unit::SetSwim(bool enable)
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return true;
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}
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/**
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* @brief Add the movement flag: MOVEMENTFLAGCAN_FLY. Generaly only use by players, allowing
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* them to fly by pressing space for example. For creatures, please look for DisableGravity().
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*
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* Doesn't inform the client.
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*/
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bool Unit::SetCanFly(bool enable, bool /*packetOnly = false */)
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{
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if (enable == HasUnitMovementFlag(MOVEMENTFLAG_CAN_FLY))
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@@ -20505,6 +20525,10 @@ bool Unit::SetCanFly(bool enable, bool /*packetOnly = false */)
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return true;
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}
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/**
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* @brief Allow to walk on water. Doesn't inform the client.
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* Need to use SendMovementWaterWalking() if it's for players.
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*/
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bool Unit::SetWaterWalking(bool enable, bool /*packetOnly = false*/)
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{
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if (enable == HasUnitMovementFlag(MOVEMENTFLAG_WATERWALKING))
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