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feat: expose IsPlayer()
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expose IsPlayer()
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55Honey authored Jun 7, 2022
2 parents 7e64c3d + b389961 commit bfe1634
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Showing 2 changed files with 20 additions and 6 deletions.
1 change: 1 addition & 0 deletions src/LuaEngine/LuaFunctions.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -180,6 +180,7 @@ ElunaRegister<Object> ObjectMethods[] =

// Boolean
{ "IsInWorld", &LuaObject::IsInWorld },
{ "IsPlayer", &LuaObject::IsPlayer },
{ "HasFlag", &LuaObject::HasFlag },

// Other
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25 changes: 19 additions & 6 deletions src/LuaEngine/ObjectMethods.h
Original file line number Diff line number Diff line change
Expand Up @@ -51,6 +51,19 @@ namespace LuaObject
return 1;
}

/**
* Returns 'true' if the [Object] is a player, 'false' otherwise.
*
* @return bool IsPlayer
*/
int IsPlayer(lua_State* L, Object* obj)
{
#ifdef AZEROTHCORE //AC-only
Eluna::Push(L, obj->IsPlayer());
#endif
return 1;
}

/**
* Returns the data at the specified index, casted to a signed 32-bit integer.
*
Expand Down Expand Up @@ -156,14 +169,14 @@ namespace LuaObject

/**
* Returns the GUID of the [Object].
*
*
* GUID is an unique identifier for the object.
*
*
* However on MaNGOS and cMangos creatures and gameobjects inside different maps can share
* the same GUID but not on the same map.
*
*
* On TrinityCore this value is unique across all maps
*
*
* @return ObjectGuid guid
*/
int GetGUID(lua_State* L, Object* obj)
Expand All @@ -174,10 +187,10 @@ namespace LuaObject

/**
* Returns the low-part of the [Object]'s GUID.
*
*
* On TrinityCore all low GUIDs are different for all objects of the same type.
* For example creatures in instances are assigned new GUIDs when the Map is created.
*
*
* On MaNGOS and cMaNGOS low GUIDs are unique only on the same map.
* For example creatures in instances use the same low GUID assigned for that spawn in the database.
* This is why to identify a creature you have to know the instanceId and low GUID. See [Map:GetIntstanceId]
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