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| go_blood_drenched_doorAI (GameObject *go) |
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bool | GossipHello (Player *player, bool) override |
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void | UpdateAI (uint32 diff) override |
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| GameObjectAI (GameObject *go) |
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virtual | ~GameObjectAI () |
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virtual void | InitializeAI () |
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virtual void | Reset () |
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virtual void | DoAction (int32) |
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virtual void | SetGUID (ObjectGuid, int32) |
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virtual ObjectGuid | GetGUID (int32) const |
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virtual bool | GossipSelect (Player *, uint32, uint32) |
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virtual bool | GossipSelectCode (Player *, uint32, uint32, char const *) |
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virtual bool | QuestAccept (Player *, Quest const *) |
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virtual bool | QuestReward (Player *, Quest const *, uint32) |
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virtual uint32 | GetDialogStatus (Player *) |
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virtual void | Destroyed (Player *, uint32) |
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virtual uint32 | GetData (uint32) const |
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virtual void | SetData (uint32, uint32) |
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virtual void | OnGameEvent (bool, uint16) |
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virtual void | OnStateChanged (uint32, Unit *) |
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virtual void | EventInform (uint32) |
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virtual void | SpellHit (Unit *, SpellInfo const *) |
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virtual bool | CanBeSeen (Player const *) |
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virtual void | JustSummoned (Creature *) |
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virtual void | SummonedCreatureDespawn (Creature *) |
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virtual void | SummonedCreatureDies (Creature *, Unit *) |
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virtual void | SummonedCreatureEvade (Creature *) |
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◆ go_blood_drenched_doorAI()
go_blood_drenched_door::go_blood_drenched_doorAI::go_blood_drenched_doorAI |
( |
GameObject * |
go | ) |
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inline |
Definition GameObjectAI.h:33
◆ GossipHello()
bool go_blood_drenched_door::go_blood_drenched_doorAI::GossipHello |
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Player * |
player, |
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bool |
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) |
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inlineoverridevirtual |
Reimplemented from GameObjectAI.
322 {
324
326 {
328 {
331
334 }
335 }
336
338
339 return true;
340 }
@ DONE
Definition InstanceScript.h:61
@ GO_FLAG_NOT_SELECTABLE
Definition SharedDefines.h:1618
events
Definition boss_sartura.cpp:43
@ EVENT_FLAG
Definition boss_tenris_mirkblood.cpp:71
@ EVENT_SAY
Definition boss_tenris_mirkblood.cpp:70
GameObject *const me
Definition GameObjectAI.h:35
void SetGameObjectFlag(GameObjectFlags flags)
Definition GameObject.h:217
Definition InstanceScript.h:143
InstanceScript * GetInstanceScript() const
Definition Object.cpp:1197
@ DATA_MIRKBLOOD
Definition karazhan.h:78
Creature * mirkblood
Definition boss_tenris_mirkblood.cpp:318
Player * opener
Definition boss_tenris_mirkblood.cpp:319
References DATA_MIRKBLOOD, DONE, EVENT_FLAG, EVENT_SAY, WorldObject::GetInstanceScript(), GO_FLAG_NOT_SELECTABLE, GameObjectAI::me, mirkblood, opener, and GameObject::SetGameObjectFlag().
◆ UpdateAI()
void go_blood_drenched_door::go_blood_drenched_doorAI::UpdateAI |
( |
uint32 |
diff | ) |
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inlineoverridevirtual |
Reimplemented from GameObjectAI.
343 {
345 return;
346
348 switch (
events.ExecuteEvent())
349 {
352 return;
354 break;
359 break;
360 }
361 }
@ SAY_AGGRO
Definition boss_tenris_mirkblood.cpp:33
void Talk(uint8 id, WorldObject const *whisperTarget=nullptr, Milliseconds delay=0s)
Causes the creature to talk/say the text assigned to their entry in the creature_text database table.
Definition CreatureAI.cpp:53
CreatureAI * AI() const
Definition Creature.h:141
void Delete()
Definition GameObject.cpp:978
bool IsAlive() const
Definition Unit.h:1710
void SetImmuneToPC(bool apply, bool keepCombat=false)
Definition Unit.cpp:13702
References Creature::AI(), GameObject::Delete(), EVENT_FLAG, EVENT_SAY, Unit::IsAlive(), GameObjectAI::me, mirkblood, opener, SAY_AGGRO, Unit::SetImmuneToPC(), and CreatureAI::Talk().
◆ events
EventMap go_blood_drenched_door::go_blood_drenched_doorAI::events |
◆ mirkblood
Creature* go_blood_drenched_door::go_blood_drenched_doorAI::mirkblood |
◆ opener
Player* go_blood_drenched_door::go_blood_drenched_doorAI::opener |
The documentation for this struct was generated from the following file: