#include "Battlefield.h"
◆ BfGraveyard()
742 :
746{
747}
@ TEAM_NEUTRAL
Definition SharedDefines.h:750
uint32 GraveyardId
Definition Battlefield.h:190
Battlefield * Bf
Definition Battlefield.h:192
TeamId ControlTeam
Definition Battlefield.h:189
◆ ~BfGraveyard()
| virtual BfGraveyard::~BfGraveyard |
( |
| ) |
|
|
virtualdefault |
◆ GetControlTeamId()
| TeamId BfGraveyard::GetControlTeamId |
( |
| ) |
const |
|
inline |
◆ GetDistance()
| float BfGraveyard::GetDistance |
( |
Player * |
player | ) |
|
◆ GetGraveyardId()
| uint32 BfGraveyard::GetGraveyardId |
( |
| ) |
const |
|
inline |
◆ GetSpiritGuide()
ObjectGuid SpiritGuide[2]
Definition Battlefield.h:191
References SpiritGuide.
◆ GiveControlTo()
| void BfGraveyard::GiveControlTo |
( |
TeamId |
team | ) |
|
◆ HasNpc()
176 {
178 return false;
179
181 }
References SpiritGuide.
◆ Initialize()
| void BfGraveyard::Initialize |
( |
TeamId |
startControl, |
|
|
uint32 |
graveyardId |
|
) |
| |
◆ SetSpirit()
756{
757 if (!spirit)
758 {
759 LOG_ERROR(
"bg.battlefield",
"BfGraveyard::SetSpirit: Invalid Spirit.");
760 return;
761 }
762
765}
#define LOG_ERROR(filterType__,...)
Definition Log.h:145
@ REACT_PASSIVE
Definition Unit.h:566
void SetReactState(ReactStates state)
A creature can have 3 ReactStates : Agressive, Passive, Neutral.
Definition Creature.h:100
static ObjectGuid GetGUID(Object const *o)
Definition Object.h:114
References Object::GetGUID(), LOG_ERROR, REACT_PASSIVE, Creature::SetReactState(), and SpiritGuide.
◆ Bf
◆ ControlTeam
| TeamId BfGraveyard::ControlTeam |
|
protected |
◆ GraveyardId
| uint32 BfGraveyard::GraveyardId |
|
protected |
◆ SpiritGuide
The documentation for this class was generated from the following files: