15 bool meleeAttack = luaL_optbool(L, 2,
false);
59 float dist = luaL_checknumber(L, 1);
60 float rad = luaL_checknumber(L, 2);
71 uint32 displayId = luaL_checkunsigned(L, 1);
73 unit->
Mount(displayId);
95 float x = luaL_checknumber(L, 1);
96 float y = luaL_checknumber(L, 2);
97 float z = luaL_checknumber(L, 3);
120 float radius = luaL_checknumber(L, 2);
149 float X = luaL_checknumber(L, 1);
150 float Y = luaL_checknumber(L, 2);
151 float Z = luaL_checknumber(L, 3);
207 uint32 stat = luaL_checkunsigned(L, 1);
218 uint32 spellschool = luaL_checkunsigned(L, 1);
229 bool apply = luaL_optbool(L, 1,
true);
237 bool apply = luaL_optbool(L, 1,
true);
249 bool apply = luaL_optbool(L, 1,
true);
361 uint32 sheathed = luaL_checkunsigned(L, 1);
389 float dist = luaL_optnumber(L, 1, 5.0f);
426 uint32 type = luaL_checkunsigned(L, 1);
429 luaL_error(L,
"Invalid spell type (%d)", type);
438 uint32 entry = luaL_checkunsigned(L, 1);
439 float x = luaL_checknumber(L, 2);
440 float y = luaL_checknumber(L, 3);
441 float z = luaL_checknumber(L, 4);
442 float o = luaL_checknumber(L, 5);
443 uint32 respawnDelay = luaL_optunsigned(L, 6, 30);
444 sEluna->Push(L, unit->
SummonGameObject(entry, x, y, z, o, 0.0f, 0.0f, 0.0f, 0.0f, respawnDelay));
450 uint32 entry = luaL_checkunsigned(L, 1);
451 float x = luaL_checknumber(L, 2);
452 float y = luaL_checknumber(L, 3);
453 float z = luaL_checknumber(L, 4);
454 float o = luaL_checknumber(L, 5);
455 uint32 spawnType = luaL_optunsigned(L, 6, 0);
456 uint32 despawnTimer = luaL_optunsigned(L, 7, 0);
490 uint32 amount = luaL_checkunsigned(L, 2);
507 float x = luaL_checknumber(L, 1);
508 float y = luaL_checknumber(L, 2);
509 float speedXY = luaL_checknumber(L, 3);
510 float speedZ = luaL_checknumber(L, 4);
518 float speedZ = luaL_checknumber(L, 2);
522 unit->
JumpTo(obj, speedZ);
528 float speedXY = luaL_checknumber(L, 1);
529 float speedZ = luaL_checknumber(L, 2);
530 bool forward = luaL_optbool(L, 3,
true);
531 unit->
JumpTo(speedXY, speedZ, forward);
537 float x = luaL_checknumber(L, 1);
538 float y = luaL_checknumber(L, 2);
539 float z = luaL_checknumber(L, 3);
540 float speedXY = luaL_checknumber(L, 4);
541 float speedZ = luaL_checknumber(L, 5);
548 float x = luaL_checknumber(L, 1);
549 float y = luaL_checknumber(L, 2);
550 float z = luaL_checknumber(L, 3);
551 float speed = luaL_checknumber(L, 4);
559 float dist = luaL_optnumber(L, 2, 0.0f);
560 float angle = luaL_optnumber(L, 3, 0.0f);
567 const char* name = luaL_checkstring(L, 1);
568 if (std::string(name).length() > 0)
575 bool apply = luaL_optbool(L, 1,
true);
582 bool apply = luaL_optbool(L, 1,
true);
589 bool apply = luaL_optbool(L, 1,
true);
596 bool apply = luaL_optbool(L, 1,
true);
604 float id = luaL_checknumber(L, 1);
605 float x = luaL_checknumber(L, 2);
606 float y = luaL_checknumber(L, 3);
607 float z = luaL_checknumber(L, 4);
608 bool generatePath = luaL_optbool(L, 5,
true);
609 Position movePosition = { x, y, z };
617 float dist = luaL_checknumber(L, 2);
618 float angle = luaL_checknumber(L, 3);
631 float radius = luaL_checknumber(L, 1);
638 uint32 time = luaL_checkunsigned(L, 1);
639 bool left = luaL_optbool(L, 2,
true);
646 uint32 type = luaL_checkunsigned(L, 1);
647 float rate = luaL_checknumber(L, 2);
648 bool forced = luaL_optbool(L, 3,
false);
650 luaL_error(L,
"Invalid movement type (%d)", type);
682 int type = luaL_optint(L, 1, -1);
712 luaL_error(L,
"Invalid power type (%d)", type);
722 int type = luaL_optint(L, 1, -1);
752 luaL_error(L,
"Invalid index (%d)", type);
811 const char* str = NULL;
830 str =
"Death Knight";
861 uint32 factionId = luaL_checkunsigned(L, 1);
868 uint32 newLevel = luaL_checkunsigned(L, 1);
875 uint32 phaseMask = luaL_checkunsigned(L, 1);
876 bool Update = luaL_optbool(L, 2,
true);
883 uint32 amt = luaL_checkunsigned(L, 1);
890 uint32 amt = luaL_checkunsigned(L, 1);
897 int type = luaL_checkinteger(L, 1);
898 uint32 amt = luaL_checkunsigned(L, 2);
915 luaL_error(L,
"Invalid power type (%d)", type);
923 int type = luaL_checkinteger(L, 1);
924 int amt = luaL_checkunsigned(L, 2);
941 luaL_error(L,
"Invalid power type (%d)", type);
949 uint32 model = luaL_checkunsigned(L, 1);
956 uint32 model = luaL_checkunsigned(L, 1);
963 float o = luaL_checknumber(L, 1);
1005 bool enable = luaL_optbool(L, 1,
true);
1086 const char* msg = luaL_checkstring(L, 1);
1087 uint32 lang = luaL_checkunsigned(L, 2);
1089 bool bossWhisper = luaL_optbool(L, 4,
false);
1092 if (target && target->
ToPlayer() && unit->
ToPlayer() && std::string(msg).length() > 0)
1100 const char* msg = luaL_checkstring(L, 1);
1102 bool bossEmote = luaL_optbool(L, 3,
false);
1107 if (unit->
ToPlayer() && std::string(msg).length() > 0)
1115 const char* msg = luaL_checkstring(L, 1);
1116 uint32 language = luaL_checknumber(L, 2);
1121 if (unit->
ToPlayer() && std::string(msg).length() > 0)
1129 const char* msg = luaL_checkstring(L, 1);
1130 uint32 language = luaL_checknumber(L, 2);
1135 if (unit->
ToPlayer() && std::string(msg).length() > 0)
1151 uint32 spell = luaL_checkunsigned(L, 2);
1155 bool triggered = luaL_optbool(L, 3,
true);
1176 float _x = luaL_checknumber(L, 1);
1177 float _y = luaL_checknumber(L, 2);
1178 float _z = luaL_checknumber(L, 3);
1179 uint32 spell = luaL_checkunsigned(L, 4);
1180 bool triggered = luaL_optbool(L, 5,
true);
1181 unit->
CastSpell(_x, _y, _z, spell, triggered);
1207 uint32 spellId = luaL_optunsigned(L, 1, 0);
1214 int spellType = luaL_checkint(L, 1);
1215 bool delayed = luaL_optbool(L, 2,
true);
1216 bool instant = luaL_optbool(L, 3,
true);
1249 uint32 spellId = luaL_checkunsigned(L, 1);
1262 uint32 soundId = luaL_checkunsigned(L, 1);
1276 uint32 soundId = luaL_checkunsigned(L, 1);
1289 bool durLoss = luaL_optbool(L, 2,
true);
1290 unit->
Kill((target ? target : unit), durLoss);
1296 luaL_checktype(L, 1, LUA_TFUNCTION);
1297 uint32 delay = luaL_checkunsigned(L, 2);
1298 uint32 repeats = luaL_checkunsigned(L, 3);
1301 int functionRef = lua_ref(L,
true);
1302 sEluna->Push(L,
sEluna->m_EventMgr.AddEvent(&unit->
m_Events, functionRef, delay, repeats, unit));
1308 int eventId = luaL_checkinteger(L, 1);
1390 bool apply = luaL_optbool(L, 1,
true);
1397 bool x = luaL_optbool(L, 1,
true);
1464 uint32 state = luaL_checkunsigned(L, 1);
1472 uint32 state = luaL_checkunsigned(L, 1);
1480 uint32 state = luaL_checkunsigned(L, 1);
1488 bool apply = luaL_optbool(L, 1,
true);
1499 uint32 entry = luaL_checkunsigned(L, 1);
1500 float x = luaL_checknumber(L, 2);
1501 float y = luaL_checknumber(L, 3);
1502 float z = luaL_checknumber(L, 4);
1503 float o = luaL_checknumber(L, 5);
1504 uint32 desp = luaL_optunsigned(L, 6, 0);
DBCStorage< SummonPropertiesEntry > sSummonPropertiesStore(SummonPropertiesfmt)
DBCStorage< SoundEntriesEntry > sSoundEntriesStore(SoundEntriesfmt)
static constexpr TempSummonType TEMPSUMMON_DEAD_DESPAWN
static constexpr TempSummonType TEMPSUMMON_MANUAL_DESPAWN
static constexpr TempSummonType TEMPSUMMON_TIMED_OR_CORPSE_DESPAWN
static constexpr TempSummonType TEMPSUMMON_TIMED_DESPAWN
WorldObject * ElunaGetWorldObject(WorldObject const &context, uint64 guid)
static constexpr TempSummonType TEMPSUMMON_TIMED_OR_DEAD_DESPAWN
static constexpr TypeID TYPEID_ITEM
static constexpr TempSummonType TEMPSUMMON_CORPSE_TIMED_DESPAWN
static constexpr TempSummonType TEMPSUMMON_CORPSE_DESPAWN
@ TRIGGERED_FULL_MASK
Will ignore most target checks (mostly DBC target checks).
#define CURRENT_MAX_SPELL
@ CURRENT_CHANNELED_SPELL
@ CURRENT_AUTOREPEAT_SPELL
@ UNIT_BYTE2_FLAG_FFA_PVP
@ UNIT_BYTE2_FLAG_SANCTUARY
@ UNIT_STATE_CANNOT_AUTOATTACK
@ UNIT_FIELD_VIRTUAL_ITEM_ID
@ UNIT_FIELD_SHAPESHIFT_FORM
@ PLAYER_FIELD_MOD_DAMAGE_DONE_POS
@ PLAYER_FIELD_VISIBLE_ITEMS
virtual void EnterEvadeMode()
void SetDisplayId(uint32 modelId) OVERRIDE
TempSummon * SummonCreature(uint32 entry, Position const &pos, SummonPropertiesEntry const *properties=NULL, uint32 duration=0, Unit *summoner=NULL, uint32 spellId=0, uint32 vehId=0)
void MoveJump(Position const &pos, float speedXY, float speedZ, uint32 id=EVENT_JUMP)
void MoveRotate(uint32 time, RotateDirection direction)
void MoveFollow(Unit *target, float dist, float angle, MovementSlot slot=MOTION_SLOT_ACTIVE)
void MoveChase(Unit *target, float dist=0.0f, float angle=0.0f)
void MoveCharge(float x, float y, float z, float speed=SPEED_CHARGE, uint32 id=EVENT_CHARGE, bool generatePath=false)
void MoveRandom(float spawndist=0.0f)
void MovePoint(uint32 id, Position const &pos, bool generatePath=true)
void Clear(bool reset=true)
uint32 GetUInt32Value(uint16 index) const
GameObject * ToGameObject()
void RemoveByteFlag(uint16 index, uint8 offset, uint8 newFlag)
void SetUInt32Value(uint16 index, uint32 value)
void SetByteFlag(uint16 index, uint8 offset, uint8 newFlag)
void Yell(std::string const &text, const Language language)
Handles yelled message in regular chat based on declared language and in config pre-defined Range.
void Whisper(std::string const &text, const Language language, uint64 receiver)
Handles whispers from Addons and players based on sender, receiver's guid and language.
void TextEmote(std::string const &text)
Outputs an universal text which is supposed to be an action.
void Say(std::string const &text, const Language language)
Handles said message in regular chat based on declared language and in config pre-defined Range.
void SetItemTarget(Item *item)
void SetGOTarget(GameObject *target)
void SetUnitTarget(Unit *target)
void ClearUnitState(uint32 f)
void CastStop(uint32 except_spellid=0)
Vehicle * GetVehicle() const
bool IsBattleMaster() const
bool HealthAbovePct(int32 pct) const
float GetHealthPct() const
void setFaction(uint32 faction)
bool IsGuildMaster() const
Unit * SelectNearbyTarget(Unit *exclude=NULL, float dist=NOMINAL_MELEE_RANGE) const
void SetFacingTo(float ori)
void Kill(Unit *victim, bool durabilityLoss=true)
uint64 GetCharmGUID() const
uint32 GetCombatTimer() const
void CombatStop(bool includingCast=false)
uint64 GetCreatorGUID() const
uint32 getFaction() const
bool IsTabardDesigner() const
void SetControlled(bool apply, UnitState state)
void CastSpell(SpellCastTargets const &targets, SpellInfo const *spellInfo, CustomSpellValues const *value, TriggerCastFlags triggerFlags=TRIGGERED_NONE, Item *castItem=NULL, AuraEffect const *triggeredByAura=NULL, uint64 originalCaster=0)
void SetPower(Powers power, int32 val)
void RemoveAurasDueToSpell(uint32 spellId, uint64 casterGUID=0, uint32 reqEffMask=0, AuraRemoveMode removeMode=AURA_REMOVE_BY_DEFAULT)
uint64 GetCharmerOrOwnerGUID() const
void SetCreatorGUID(uint64 creator)
MotionMaster * GetMotionMaster()
uint64 GetPetGUID() const
uint32 GetMaxHealth() const
bool isAttackingPlayer() const
bool IsFullHealth() const
int32 GetMaxPower(Powers power) const
void StopMoving()
-------—End of Pet responses methods-------—
void SetHealth(uint32 val)
bool IsQuestGiver() const
uint64 GetCharmerGUID() const
void AddUnitState(uint32 f)
void Mount(uint32 mount, uint32 vehicleId=0, uint32 creatureEntry=0)
bool isInAccessiblePlaceFor(Creature const *c) const
virtual void SetSheath(SheathState sheathed)
uint32 GetCreatureType() const
void SetOwnerGUID(uint64 owner)
uint32 CountPctFromCurHealth(int32 pct) const
uint32 GetDisplayId() const
uint32 DealDamage(Unit *victim, uint32 damage, CleanDamage const *cleanDamage=NULL, DamageEffectType damagetype=DIRECT_DAMAGE, SpellSchoolMask damageSchoolMask=SPELL_SCHOOL_MASK_NORMAL, SpellInfo const *spellProto=NULL, bool durabilityLoss=true)
void SetCritterGUID(uint64 guid)
uint32 GetNativeDisplayId() const
bool HealthBelowPct(int32 pct) const
bool Attack(Unit *victim, bool meleeAttack)
void JumpTo(float speedXY, float speedZ, bool forward=true)
bool SetCanFly(bool enable)
virtual bool IsInWater() const
void SetNativeDisplayId(uint32 modelId)
void SetPhaseMask(uint32 newPhaseMask, bool update) override
void RemoveAurasByType(AuraType auraType, uint64 casterGUID=0, Aura *except=NULL, bool negative=true, bool positive=true)
virtual void SetDisplayId(uint32 modelId)
uint8 getStandState() const
int32 GetPower(Powers power) const
virtual bool IsUnderWater() const
void SetSpeed(UnitMoveType mtype, float rate, bool forced=false)
void SetCharmerGUID(uint64 owner)
bool HasUnitState(const uint32 f) const
uint32 GetMountID() const
void RemoveBindSightAuras()
ThreatManager & getThreatManager()
uint32 HasUnitTypeMask(uint32 mask) const
uint32 CountPctFromMaxHealth(int32 pct) const
float GetStat(Stats stat) const
uint64 GetOwnerGUID() const
void HandleEmoteCommand(uint32 anim_id)
void SetMaxPower(Powers power, int32 val)
Powers getPowerType() const
void SetMaxHealth(uint32 val)
bool IsSpiritHealer() const
bool IsServiceProvider() const
uint64 GetCritterGUID() const
bool IsSpiritService() const
void KnockbackFrom(float x, float y, float speedXY, float speedZ)
uint64 GetCharmerOrOwnerOrOwnGUID() const
void SetPetGUID(uint64 guid)
void InterruptSpell(CurrentSpellTypes spellType, bool withDelayed=true, bool withInstant=true)
bool SetWaterWalking(bool enable, bool packetOnly=false)
bool IsSpiritGuide() const
void CombatStopWithPets(bool includingCast=false)
Spell * GetCurrentSpell(CurrentSpellTypes spellType) const
bool IsWithinDistInMap(WorldObject const *obj, float dist2compare, bool is3D=true) const
void SetName(std::string const &newname)
bool IsWithinLOS(float x, float y, float z) const
GameObject * SummonGameObject(uint32 entry, float x, float y, float z, float ang, float rotation0, float rotation1, float rotation2, float rotation3, uint32 respawnTime)
void PlayDistanceSound(uint32 sound_id, Player *target)
float GetDistance(WorldObject const *obj) const
void PlayDirectSound(uint32 sound_id, Player *target=NULL)
TempSummon * SummonCreature(uint32 id, Position const &pos, TempSummonType spwtype=TempSummonType::TEMPSUMMON_MANUAL_DESPAWN, uint32 despwtime=0, uint32 vehId=0) const
int SetFFA(lua_State *L, Unit *unit)
int IsArmorer(lua_State *L, Unit *unit)
int SetSheath(lua_State *L, Unit *unit)
int GetOwner(lua_State *L, Unit *unit)
int ClearThreatList(lua_State *L, Unit *unit)
int SetPhaseMask(lua_State *L, Unit *unit)
int IsInAccessiblePlaceFor(lua_State *L, Unit *unit)
int HasUnitState(lua_State *L, Unit *unit)
int IsTabardDesigner(lua_State *L, Unit *unit)
int Attack(lua_State *L, Unit *unit)
int SummonGameObject(lua_State *L, Unit *unit)
int Kill(lua_State *L, Unit *unit)
int SetName(lua_State *L, Unit *unit)
int SetMaxHealth(lua_State *L, Unit *unit)
int JumpToCoords(lua_State *L, Unit *unit)
int IsInnkeeper(lua_State *L, Unit *unit)
int SetPvP(lua_State *L, Unit *unit)
int GetPetGUID(lua_State *L, Unit *unit)
int SetLevel(lua_State *L, Unit *unit)
int IsFlying(lua_State *L, Unit *unit)
int IsBattleMaster(lua_State *L, Unit *unit)
int AttackStop(lua_State *L, Unit *unit)
int RemoveEventById(lua_State *L, Unit *unit)
int IsSpiritHealer(lua_State *L, Unit *unit)
int SetVisible(lua_State *L, Unit *unit)
int ClearInCombat(lua_State *L, Unit *unit)
int GetPowerType(lua_State *L, Unit *unit)
int ClearUnitState(lua_State *L, Unit *unit)
int GetHealth(lua_State *L, Unit *unit)
int IsPvPFlagged(lua_State *L, Unit *unit)
int SetFacing(lua_State *L, Unit *unit)
int IsFullHealth(lua_State *L, Unit *unit)
int GetCurrentSpell(lua_State *L, Unit *unit)
int GetRace(lua_State *L, Unit *unit)
int GetVehicle(lua_State *L, Unit *unit)
int SetHealth(lua_State *L, Unit *unit)
int IsSpiritGuide(lua_State *L, Unit *unit)
int IsWithinLoS(lua_State *L, Unit *unit)
int SetStunned(lua_State *L, Unit *unit)
int SetFaction(lua_State *L, Unit *unit)
int AddUnitState(lua_State *L, Unit *unit)
int GetAura(lua_State *L, Unit *unit)
int GetMap(lua_State *L, Unit *unit)
int AddAura(lua_State *L, Unit *unit)
int SetCharmerGUID(lua_State *L, Unit *unit)
int IsInWorld(lua_State *L, Unit *unit)
int SetPetGUID(lua_State *L, Unit *unit)
int GetMinionGUID(lua_State *L, Unit *unit)
int DeMorph(lua_State *L, Unit *unit)
int IsTaxi(lua_State *L, Unit *unit)
int GetControllerGUID(lua_State *L, Unit *unit)
int GetRelativePoint(lua_State *L, Unit *unit)
int GetUnfriendlyUnitsInRange(lua_State *L, Unit *unit)
int GetMountDisplayId(lua_State *L, Unit *unit)
int GetMaxPower(lua_State *L, Unit *unit)
int IsInCombat(lua_State *L, Unit *unit)
int IsStopped(lua_State *L, Unit *unit)
int GetFriendlyUnitsInRange(lua_State *L, Unit *unit)
int StopSpellCast(lua_State *L, Unit *unit)
int Jump(lua_State *L, Unit *unit)
int PlayDistanceSound(lua_State *L, Unit *unit)
int IsCharmed(lua_State *L, Unit *unit)
int MoveRotate(lua_State *L, Unit *unit)
int IsBanker(lua_State *L, Unit *unit)
int SummonGuardian(lua_State *L, Unit *unit)
int InterruptSpell(lua_State *L, Unit *unit)
int GetNativeDisplayId(lua_State *L, Unit *unit)
int GetLevel(lua_State *L, Unit *unit)
int MoveTo(lua_State *L, Unit *unit)
int SpawnCreature(lua_State *L, Unit *unit)
int IsTrainer(lua_State *L, Unit *unit)
int MoveFollow(lua_State *L, Unit *unit)
int DisableMelee(lua_State *L, Unit *unit)
int JumpTo(lua_State *L, Unit *unit)
int SendUnitYell(lua_State *L, Unit *unit)
int HealthBelowPct(lua_State *L, Unit *unit)
int SetFeared(lua_State *L, Unit *unit)
int KnockbackFrom(lua_State *L, Unit *unit)
int IsAuctioneer(lua_State *L, Unit *unit)
int GetStat(lua_State *L, Unit *unit)
int IsVisible(lua_State *L, Unit *unit)
int GetCritterGUID(lua_State *L, Unit *unit)
int StopMoving(lua_State *L, Unit *unit)
int RemoveBindSightAuras(lua_State *L, Unit *unit)
int SetCreatorGUID(lua_State *L, Unit *unit)
int GetNearbyTarget(lua_State *L, Unit *unit)
int SetOwnerGUID(lua_State *L, Unit *unit)
int SetDisplayId(lua_State *L, Unit *unit)
int GetCreatureType(lua_State *L, Unit *unit)
int IsUnderWater(lua_State *L, Unit *unit)
int GetHealthPct(lua_State *L, Unit *unit)
int IsServiceProvider(lua_State *L, Unit *unit)
int GetGender(lua_State *L, Unit *unit)
int IsVendor(lua_State *L, Unit *unit)
int SendUnitEmote(lua_State *L, Unit *unit)
int IsGossip(lua_State *L, Unit *unit)
int Mount(lua_State *L, Unit *unit)
int SetRooted(lua_State *L, Unit *unit)
int CastSpell(lua_State *L, Unit *unit)
int CountPctFromCurHealth(lua_State *L, Unit *unit)
int IsGuildMaster(lua_State *L, Unit *unit)
int GetPowerPct(lua_State *L, Unit *unit)
int IsDead(lua_State *L, Unit *unit)
int PlayDirectSound(lua_State *L, Unit *unit)
int SetSpeed(lua_State *L, Unit *unit)
int RestoreFaction(lua_State *L, Unit *unit)
int Dismount(lua_State *L, Unit *unit)
int GetCharmGUID(lua_State *L, Unit *unit)
int IsAttackingPlayer(lua_State *L, Unit *unit)
int CountPctFromMaxHealth(lua_State *L, Unit *unit)
int SetMaxPower(lua_State *L, Unit *unit)
int IsSpiritService(lua_State *L, Unit *unit)
int RemoveEvents(lua_State *L, Unit *unit)
int IsMounted(lua_State *L, Unit *unit)
int IsMoving(lua_State *L, Unit *unit)
int HealthAbovePct(lua_State *L, Unit *unit)
int SendChatMessageToPlayer(lua_State *L, Unit *unit)
int GetStandState(lua_State *L, Unit *unit)
int SetCanFly(lua_State *L, Unit *unit)
int GetMaxHealth(lua_State *L, Unit *unit)
int GetBaseSpellPower(lua_State *L, Unit *unit)
int IsQuestGiver(lua_State *L, Unit *unit)
int IsDying(lua_State *L, Unit *unit)
int GetClassAsString(lua_State *L, Unit *unit)
int SetConfused(lua_State *L, Unit *unit)
int GetDisplayId(lua_State *L, Unit *unit)
int CastSpellAoF(lua_State *L, Unit *unit)
int RemoveAllAuras(lua_State *L, Unit *unit)
int SetSanctuary(lua_State *L, Unit *unit)
int GetCharmerGUID(lua_State *L, Unit *unit)
int GetDistance(lua_State *L, Unit *unit)
int GetCombatTime(lua_State *L, Unit *unit)
int RemoveAura(lua_State *L, Unit *unit)
int RegisterEvent(lua_State *L, Unit *unit)
int GetVictim(lua_State *L, Unit *unit)
int DealDamage(lua_State *L, Unit *unit)
int SendUnitSay(lua_State *L, Unit *unit)
int GetPower(lua_State *L, Unit *unit)
int IsInWater(lua_State *L, Unit *unit)
int IsAlive(lua_State *L, Unit *unit)
int SetPower(lua_State *L, Unit *unit)
int SendUnitWhisper(lua_State *L, Unit *unit)
int MoveClear(lua_State *L, Unit *unit)
int RemoveCharmAuras(lua_State *L, Unit *unit)
int SetNativeDisplayId(lua_State *L, Unit *unit)
int MoveCharge(lua_State *L, Unit *unit)
int GetFaction(lua_State *L, Unit *unit)
int MoveRandom(lua_State *L, Unit *unit)
int SetCritterGUID(lua_State *L, Unit *unit)
int GetCreatorGUID(lua_State *L, Unit *unit)
int IsWithinDistInMap(lua_State *L, Unit *unit)
int RestoreDisplayId(lua_State *L, Unit *unit)
int SetMinionGUID(lua_State *L, Unit *unit)
int GetOwnerGUID(lua_State *L, Unit *unit)
int GetClass(lua_State *L, Unit *unit)
int MoveChase(lua_State *L, Unit *unit)
int SetWaterWalk(lua_State *L, Unit *unit)
int GetControllerGUIDS(lua_State *L, Unit *unit)
static float NormalizeOrientation(float o)
float GetOrientation() const
float GetPositionX() const
float GetPositionY() const
void Relocate(float x, float y)