14 float dist = luaL_checknumber(L, 1);
15 int deg = luaL_checkinteger(L, 2);
26 uint32 entry = luaL_checkunsigned(L, 1);
27 float x = luaL_checknumber(L, 2);
28 float y = luaL_checknumber(L, 3);
29 float z = luaL_checknumber(L, 4);
30 float o = luaL_checknumber(L, 5);
31 uint32 spawnType = luaL_optunsigned(L, 6, 0);
32 uint32 despawnTimer = luaL_optunsigned(L, 7, 0);
70 uint32 entry = luaL_checkunsigned(L, 1);
71 float x = luaL_checknumber(L, 2);
72 float y = luaL_checknumber(L, 3);
73 float z = luaL_checknumber(L, 4);
74 float o = luaL_checknumber(L, 5);
75 uint32 respawnDelay = luaL_optunsigned(L, 6, 30);
76 sEluna->Push(L, go->
SummonGameObject(entry, x, y, z, o, 0.0f, 0.0f, 0.0f, 0.0f, respawnDelay));
88 uint32 questId = luaL_checkunsigned(L, 1);
120 float x = luaL_checknumber(L, 1);
121 float y = luaL_checknumber(L, 2);
122 float z = luaL_checknumber(L, 3);
123 float o = luaL_checknumber(L, 4);
136 bool del = luaL_optbool(L, 1,
false);
145 luaL_checktype(L, 1, LUA_TFUNCTION);
146 uint32 delay = luaL_checkunsigned(L, 2);
147 uint32 repeats = luaL_checkunsigned(L, 3);
150 int functionRef = lua_ref(L,
true);
151 sEluna->Push(L,
sEluna->m_EventMgr.AddEvent(go->
GetGUID(), functionRef, delay, repeats, go));
157 int eventId = luaL_checkinteger(L, 1);
170 uint32 delay = luaL_optunsigned(L, 1, 0);
178 uint32 state = luaL_optunsigned(L, 1, 0);
201 uint32 state = luaL_optunsigned(L, 1, 0);
223 uint32 delay = luaL_optunsigned(L, 1, 1);
234 uint32 delay = luaL_optunsigned(L, 1, 1);
static constexpr LootState GO_READY
static constexpr TempSummonType TEMPSUMMON_DEAD_DESPAWN
static constexpr TempSummonType TEMPSUMMON_MANUAL_DESPAWN
static constexpr GOState GO_STATE_ACTIVE_ALTERNATIVE
static constexpr TempSummonType TEMPSUMMON_TIMED_OR_CORPSE_DESPAWN
static constexpr LootState GO_NOT_READY
static constexpr TempSummonType TEMPSUMMON_TIMED_DESPAWN
static constexpr LootState GO_JUST_DEACTIVATED
static constexpr TempSummonType TEMPSUMMON_TIMED_OR_DEAD_DESPAWN
static constexpr TempSummonType TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT
static constexpr GOState GO_STATE_ACTIVE
static constexpr GOState GO_STATE_READY
static constexpr TempSummonType TEMPSUMMON_CORPSE_TIMED_DESPAWN
static constexpr LootState GO_ACTIVATED
static constexpr TempSummonType TEMPSUMMON_CORPSE_DESPAWN
void SetGoState(GOState state)
GOState GetGoState() const
void RemoveFromWorld() OVERRIDE
LootState getLootState() const
void UseDoorOrButton(uint32 time_to_restore=0, bool alternative=false, Unit *user=NULL)
void SetRespawnTime(int32 respawn)
void SetSpawnedByDefault(bool b)
uint32 GetDisplayId() const
void SetLootState(LootState s, Unit *unit=NULL)
bool IsDestructibleBuilding() const
bool hasQuest(uint32 quest_id) const OVERRIDE
bool isActiveObject() const
GameObject * SummonGameObject(uint32 entry, float x, float y, float z, float ang, float rotation0, float rotation1, float rotation2, float rotation3, uint32 respawnTime)
TempSummon * SummonCreature(uint32 id, Position const &pos, TempSummonType spwtype=TempSummonType::TEMPSUMMON_MANUAL_DESPAWN, uint32 despwtime=0, uint32 vehId=0) const
int RemoveEvents(lua_State *L, GameObject *go)
int Move(lua_State *L, GameObject *go)
int GetRelativePoint(lua_State *L, GameObject *go)
int HasQuest(lua_State *L, GameObject *go)
int IsSpawned(lua_State *L, GameObject *go)
int GetDisplayId(lua_State *L, GameObject *go)
int Despawn(lua_State *L, GameObject *go)
int IsActive(lua_State *L, GameObject *go)
int RemoveEventById(lua_State *L, GameObject *go)
int SummonGameObject(lua_State *L, GameObject *go)
int IsTransport(lua_State *L, GameObject *go)
int SummonCreature(lua_State *L, GameObject *go)
int GetLootState(lua_State *L, GameObject *go)
int RemoveFromWorld(lua_State *L, GameObject *go)
int SetLootState(lua_State *L, GameObject *go)
int RegisterEvent(lua_State *L, GameObject *go)
int SetGoState(lua_State *L, GameObject *go)
int GetGoState(lua_State *L, GameObject *go)
int SaveToDB(lua_State *L, GameObject *go)
int UseDoorOrButton(lua_State *L, GameObject *go)
int Respawn(lua_State *L, GameObject *go)
int IsDestructible(lua_State *L, GameObject *go)
static float NormalizeOrientation(float o)
float GetOrientation() const
float GetPositionX() const
float GetPositionY() const
void Relocate(float x, float y)