Added/removed API
Widget methods are not included in this.
New API: Code:
AntiAliasingSupported Code:
BNGetFriendInviteInfoByAddon https://gist.github.com/p3lim/6e30ab...4923/revisions Tool used: https://gist.github.com/p3lim/6e30ab...le-dumpapi-lua |
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:P |
Ahhaha. What is the thingi at the right good for? :)
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I can't really believe that's actually genuine, but:
http://disciplinaryaction.wordpress....ow-on-an-ipad/ anyway - enough derailing. |
Changes from 18566 to 18594:
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C_Garrison.CanUpgradeGarrison |
Changes from 18594 to 18663:
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AutoChooseCurrentGraphicsSetting |
Changes from 18663 to 18689:
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C_Garrison.GetFollowerBiasForMission |
Changes from 18689 to 18716:
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C_Garrison.GetNumFollowers |
Changes from 18716 to 18738:
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C_LFGList.GetSearchResultMemberCounts |
Changes from 18738 to 18816:
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C_Garrison.GetMissionDisplayIDs |
ClosestGameObjectPosition
ClosestUnitPosition Uh, these look promissing. ;) But I bet they are related to garrison stuff, hm? |
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Not sure what those special objects are. Screenshotted after playing a bit with debugger (to make that API work on any unit): |
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Funny enough that they do not use the functions within their interface code right now. I'm really curious what they will do with them. btw: did they changed the return value of UnitGUID or is /dump just printing out the guid in a readable format now? |
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Changes in 18837:
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C_Garrison.SetFollowerInactive |
Changes from 18837 to 18850:
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C_Garrison.GetFollowerActivationCost |
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These work for other players in the group. No pets or friendly targets outside the group. When a given unit has no valid returns:
These functions appear to deal with in-game yards on the global coordinate system previously limited to the map transformation functions. UnitDistanceSquared is, as it says, the distance from you to the unit, squared. If your friendly target is 50 yards away, UnitDistanceSquared("target") returns 2500. I've not done any debugprofilestop testing on it to tell if it's faster than (x2-x1)^2 + (y2-y1)^2, but it's very likely. The first two returns of UnitPosition freaks me out. Moving north will increase the first return, which is ordinarily the x-axis. Moving west will increase the second return, which is ordinarily the y axis. The coordinate system is flipped somehow. But with them ordered as returned, x,y=UnitPosition(unit), the math seems to work out. So if you're moving from GetPlayerMapPosition to this, you might want to hold off on reversing returns. It's always nice when Blizzard gives us API stuff they don't even use. These are especially cool since we can now deal with player coordinates without having to deal with maps at all. |
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