Eluna documentation changes
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@@ -10,9 +10,9 @@
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namespace LuaWeather
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{
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/**
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* Returns the Zone ID of the &Weather as an uint32.
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* Returns the zone id of the &Weather
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*
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* @return uint32 ZoneID
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* @return uint32 zoneId
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*/
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int GetZoneId(lua_State* L, Weather* weather)
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{
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@@ -21,7 +21,7 @@ namespace LuaWeather
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}
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/**
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* Sets the &Weather type based on &Weather type and grade supplied.
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* Sets the &Weather type based on &WeatherType and grade supplied.
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*
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* <pre>
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* enum WeatherType
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@@ -35,7 +35,7 @@ namespace LuaWeather
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* };
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* </pre>
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*
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* @param uint32 type : the &Weather type, see above available weather types
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* @param WeatherType type : the &WeatherType, see above available weather types
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* @param float grade : the intensity/grade of the &Weather, ranges from 0 to 1
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*/
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int SetWeather(lua_State* L, Weather* weather)
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@@ -50,7 +50,7 @@ namespace LuaWeather
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/**
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* Sends a &Weather update to the &Player supplied.
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*
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* @param &Player
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* @param &Player player
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*/
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int SendWeatherUpdateToPlayer(lua_State* L, Weather* weather)
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{
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@@ -62,13 +62,12 @@ namespace LuaWeather
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/**
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* Regenerates the &Weather, causing it to change based on the below statistics.
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* - 30% chance of no change
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* - 30% chance of &Weather getting better (if not fine) or changing &Weather type
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* - 30% chance of &Weather getting worse (if not fine)
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* - 10% chance of radical change (if not fine)
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*
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* 30% - No change
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* 30% - &Weather gets better (if not fine) or change &Weather type
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* 30% - &Weather worsens (if not fine)
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* 10% - Radical change (if not fine)
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*
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* @return bool Changed : returns 'true' if &Weather changed
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* @return bool changed : returns 'true' if &Weather changed
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*/
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int Regenerate(lua_State* L, Weather* weather)
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{
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@@ -79,7 +78,7 @@ namespace LuaWeather
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/**
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* Sends a &Weather update to the all &Player in the zone.
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*
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* @param bool : Returns 'true' if weather changed for any &Player in the zone, 'false' if no &Player is within the zone
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* @param bool changed : returns 'true' if weather changed for any &Player in the zone, 'false' if no &Player is within the zone
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*/
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int UpdateWeather(lua_State* L, Weather* weather)
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{
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