Think he is talking about the intellisense part of it giving a description.
Think hes trying to express its more along the lines of the intellisense is not very descriptive. Not asking for a full description with example code... but using the sample Cast if I didn't know what most of the info was already I could get a general idea on what it does. Although that wouldn't be bad for the wiki page to help some of us less coding savy people.
*** I think I got the intellisense snippit from ensemble but if I am wrong I apologize. Credit either goes to Raphus,CodenameG, or FPSWare *****
Examples 1:
Working on my paladin CC ran into a couple of issues with ActiveAuras vs HasAura that was throwing me for a loop.
1). ActiveAuras according to the intellisense list this: dictionary<string,WoWAura> WoWUnit.ActiveAuras. Thats it... now I assumed which I am probably wrong but It should contain all the keys to your current auras on your toon. So when I do a .ContainsKey(" insert whatever aura I am looking for ") it should return a true. But in the case of me working on my prot spec code when Righteous Fury is listed under my buffs bar I get a False return.
2). HasAura according to intellisense list this: bool WoWUnit.HasAura(string name). Thats it... now I assumed again that what ever I attach it to for example Me.HasAura("insert whatever aura I am looking for ") So using the above example on Righteous Fury again this time I get a true when it is active on my buffs bar.
So from that testing not knowing what the difference between them except the semi-vague intellisense ActiveAuras don't work on Auras without a timer(Stances/RF type stuff/etc..) and HasAura does. Kinda makes sense I quess.
Sample Code: HasAura = True , ActiveAuras = False
Code:
Core.Slog("RF Active(hasaura) = " + Me.HasAura("Righteous Fury"));
Core.Slog("RF Active(activeaura.containskey) = " + Me.ActiveAuras.ContainsKey("Righteous Fury"));
Now here is the kicker... using the logic deduced from trying out the top code this part didn't make any sense in the following.
Code:
if (!Me.Mounted && !Me.ActiveAuras.ContainsKey("Retribution Aura")) { Core.Cast("Retribution Aura"); }
if (Me.Mounted && !Me.ActiveAuras.ContainsKey("Crusader Aura")) { Core.Cast("Crusader Aura"); }
Using that code it works like a champ contrary to the RF debacle
Example 2:
Now from this sample code it shows the descriptive info when you mouse over Cast with intellisense. Had to remove the first < as when previewing you wouldn't see the summary,param,return parts.
Code:
/// summary>
/// Cast a specific spell by ID
/// /summary>
/// param name="spellID">
/// /param>
/// returns>TRUE if the spell was cast successfully
////returns>
public static bool Cast(int spellID)
{
Logging.DebugOnly("Cast " + spellID, 1);
bool result = SpellManager.Cast(spellID);
Logging.DebugOnly("... result " + result, 1);
if (result) Slog("-" + spellID, Colour("Blue"));
return result;
}