AzerothCore 3.3.5a
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npc_strangulate_vehicle::npc_strangulate_vehicleAI Struct Reference
Inheritance diagram for npc_strangulate_vehicle::npc_strangulate_vehicleAI:
NullCreatureAI CreatureAI UnitAI

Public Member Functions

 npc_strangulate_vehicleAI (Creature *creature)
 
void IsSummonedBy (WorldObject *summoner) override
 
bool IsHeroic ()
 
void OnCharmed (bool) override
 Called when unit is charmed.
 
void PassengerBoarded (Unit *pass, int8, bool apply) override
 == Fields =======================================
 
void DoAction (int32 action) override
 
void UpdateAI (uint32 diff) override
 Use to start attacking a target. Called just before JustEngagedWith()
 
- Public Member Functions inherited from NullCreatureAI
 NullCreatureAI (Creature *c)
 
void MoveInLineOfSight (Unit *) override
 
void AttackStart (Unit *) override
 
void JustStartedThreateningMe (Unit *) override
 
void JustEnteredCombat (Unit *) override
 Called when the unit enters combat.
 
void UpdateAI (uint32) override
 Use to start attacking a target. Called just before JustEngagedWith()
 
void EnterEvadeMode (EvadeReason) override
 
void OnCharmed (bool) override
 Called when unit is charmed.
 
- Public Member Functions inherited from CreatureAI
void Talk (uint8 id, WorldObject const *whisperTarget=nullptr, Milliseconds delay=0ms)
 Causes the creature to talk/say the text assigned to their entry in the creature_text database table.
 
void Talk (uint8 id, Milliseconds delay)
 
WorldObject * GetSummoner () const
 Returns the summoner creature/object, if the creature is a temporary summon.
 
 CreatureAI (Creature *creature)
 
 ~CreatureAI () override
 
bool IsEngaged () const
 Check if creature is currently engaged in combat.
 
void MoveCircleChecks ()
 
void MoveBackwardsChecks ()
 
void MoveInLineOfSight_Safe (Unit *who)
 == Reactions At =================================
 
void TriggerAlert (Unit const *who) const
 
virtual bool CanRespawn ()
 
virtual bool IsEscortNPC (bool=true) const
 
virtual void JustEngagedWith (Unit *)
 Called for reaction when initially engaged - this happens after JustEnteredCombat.
 
void EngagementStart (Unit *who)
 
void EngagementOver ()
 
void JustExitedCombat () override
 Called when the unit leaves combat.
 
virtual void JustDied (Unit *)
 
virtual void KilledUnit (Unit *)
 
virtual void JustSummoned (Creature *)
 
virtual void SummonedCreatureDespawn (Creature *)
 
virtual void SummonedCreatureDies (Creature *, Unit *)
 
virtual void SummonedCreatureDespawnAll ()
 
virtual void SummonedCreatureEvade (Creature *)
 
virtual void SpellHit (Unit *, SpellInfo const *)
 
virtual void SpellHitTarget (Unit *, SpellInfo const *)
 
virtual void OnSpellStart (SpellInfo const *)
 
virtual void OnSpellCast (SpellInfo const *)
 
virtual void OnSpellFailed (SpellInfo const *)
 
virtual void OnChannelFinished (SpellInfo const *)
 
virtual void AttackedBy (Unit *)
 
virtual bool IsEscorted ()
 
virtual void JustRespawned ()
 
virtual void MovementInform (uint32, uint32)
 
virtual void PathEndReached (uint32)
 
virtual void WaypointPathStarted (uint32)
 == Waypoints system =============================
 
virtual void WaypointStarted (uint32, uint32)
 
virtual void WaypointReached (uint32, uint32)
 
virtual void WaypointPathEnded (uint32, uint32)
 
virtual void JustReachedHome ()
 
void DoZoneInCombat (Creature *creature=nullptr, float maxRangeToNearestTarget=250.0f)
 
virtual void ReceiveEmote (Player *, uint32)
 
virtual void OwnerAttackedBy (Unit *attacker)
 
virtual void OwnerAttacked (Unit *target)
 
void OnOwnerCombatInteraction (Unit *target)
 
virtual void CorpseRemoved (uint32 &)
 == Triggered Actions Requested ==================
 
virtual bool BeforeSpellClick (Unit *)
 
virtual void OnSpellClick (Unit *, bool &)
 
virtual bool CanSeeAlways (WorldObject const *)
 
virtual bool CanBeSeen (Player const *)
 
virtual bool CanAlwaysBeDetectable (WorldObject const *)
 
virtual void PetStopAttack ()
 
int32 VisualizeBoundary (uint32 duration, Unit *owner=nullptr, bool fill=false, bool checkZ=false) const
 
virtual bool CheckInRoom ()
 
CreatureBoundary const * GetBoundary () const
 
void SetBoundary (CreatureBoundary const *boundary, bool negativeBoundaries=false)
 
bool IsInBoundary (Position const *who=nullptr) const
 
virtual void CalculateThreat (Unit *, float &, SpellInfo const *)
 
virtual bool OnTeleportUnreacheablePlayer (Player *)
 
virtual void OnAuraRemove (AuraApplication *, AuraRemoveMode)
 
virtual void DistancingStarted ()
 
virtual void DistancingEnded ()
 
- Public Member Functions inherited from UnitAI
 UnitAI (Unit *unit)
 
virtual ~UnitAI ()
 
virtual bool CanAIAttack (Unit const *) const
 
virtual void InitializeAI ()
 
virtual void Reset ()
 
virtual uint32 GetData (uint32) const
 
virtual void SetData (uint32, uint32)
 
virtual void SetGUID (ObjectGuid const &, int32=0)
 
virtual ObjectGuid GetGUID (int32=0) const
 
Unit * SelectTarget (SelectTargetMethod targetType, uint32 position=0, float dist=0.0f, bool playerOnly=false, bool withTank=true, int32 aura=0)
 
template<class PREDICATE >
Unit * SelectTarget (SelectTargetMethod targetType, uint32 position, PREDICATE const &predicate)
 
void SelectTargetList (std::list< Unit * > &targetList, uint32 num, SelectTargetMethod targetType, uint32 position=0, float dist=0.0f, bool playerOnly=false, bool withTank=true, int32 aura=0)
 Select the best (up to) <num> targets (in <targetType> order) from the threat list that fulfill the following:
 
template<class PREDICATE >
void SelectTargetList (std::list< Unit * > &targetList, uint32 num, SelectTargetMethod targetType, uint32 position, PREDICATE const &predicate)
 
virtual void OnDespawn ()
 Called when the unit is about to be removed from the world (despawn, grid unload, corpse disappearing, player logging out etc.)
 
virtual void EvadeTimerExpired ()
 Called when evade timer expires (target unreachable for too long)
 
virtual void DamageDealt (Unit *, uint32 &, DamageEffectType, SpellSchoolMask)
 Called at any Damage to any victim (before damage apply)
 
virtual void DamageTaken (Unit *, uint32 &, DamageEffectType, SpellSchoolMask)
 Called at any Damage from any attacker (before damage apply)
 
virtual void HealReceived (Unit *, uint32 &)
 Called when the creature receives heal.
 
virtual void OnPowerUpdate (Powers, int32, int32, uint32)
 Called when the creature power updates.
 
virtual void HealDone (Unit *, uint32 &)
 Called when the unit heals.
 
virtual void OnCalculateMeleeDamageReceived (uint32 &, Unit *)
 Called during damage calculations.
 
virtual void OnCalculateSpellDamageReceived (int32 &, Unit *)
 
virtual void OnCalculatePeriodicTickReceived (uint32 &, Unit *)
 Called during calculation when receiving periodic healing or damage (DoT or HoT)
 
void AttackStartCaster (Unit *victim, float dist)
 
SpellCastResult DoAddAuraToAllHostilePlayers (uint32 spellid)
 
SpellCastResult DoCast (uint32 spellId)
 
SpellCastResult DoCast (Unit *victim, uint32 spellId, bool triggered=false)
 
SpellCastResult DoCastSelf (uint32 spellId, bool triggered=false)
 
SpellCastResult DoCastToAllHostilePlayers (uint32 spellid, bool triggered=false)
 To specify the caster as target if the spell is self-cast.
 
SpellCastResult DoCastVictim (uint32 spellId, bool triggered=false)
 
SpellCastResult DoCastAOE (uint32 spellId, bool triggered=false)
 
SpellCastResult DoCastRandomTarget (uint32 spellId, uint32 threatTablePosition=0, float dist=0.0f, bool playerOnly=true, bool triggered=false, bool withTank=true, int32 aura=0)
 Cast the spell on a random unit from the threat list.
 
SpellCastResult DoCastMaxThreat (uint32 spellId, uint32 threatTablePosition=0, float dist=0.0f, bool playerOnly=true, bool triggered=false)
 Cast spell on the top threat target, which may not be the current victim.
 
float DoGetSpellMaxRange (uint32 spellId, bool positive=false)
 
void DoMeleeAttackIfReady ()
 
bool DoSpellAttackIfReady (uint32 spell)
 
void DoSpellAttackToRandomTargetIfReady (uint32 spell, uint32 threatTablePosition=0, float dist=0.f, bool playerOnly=true)
 
virtual void SummonMovementInform (Creature *, uint32, uint32)
 Called when a summon reaches a waypoint or point movement finished.
 
virtual void sGossipHello (Player *)
 
virtual void sGossipSelect (Player *, uint32, uint32)
 
virtual void sGossipSelectCode (Player *, uint32, uint32, char const *)
 
virtual void sQuestAccept (Player *, Quest const *)
 
virtual void sQuestSelect (Player *, Quest const *)
 
virtual void sQuestComplete (Player *, Quest const *)
 
virtual void sQuestReward (Player *, Quest const *, uint32)
 
virtual void sOnGameEvent (bool, uint16)
 
virtual std::string GetDebugInfo () const
 

Public Attributes

EventMap _events
 
InstanceScript * _instance
 

Additional Inherited Members

- Public Types inherited from CreatureAI
enum  EvadeReason {
  EVADE_REASON_NO_HOSTILES ,
  EVADE_REASON_BOUNDARY ,
  EVADE_REASON_SEQUENCE_BREAK ,
  EVADE_REASON_NO_PATH ,
  EVADE_REASON_OTHER
}
 
- Static Public Member Functions inherited from NullCreatureAI
static int32 Permissible (Creature const *creature)
 
- Static Public Member Functions inherited from CreatureAI
static bool IsInBounds (CreatureBoundary const &boundary, Position const *who)
 
- Static Public Member Functions inherited from UnitAI
static void FillAISpellInfo ()
 
- Static Public Attributes inherited from UnitAI
static AISpellInfoType * AISpellInfo
 
- Protected Member Functions inherited from CreatureAI
bool UpdateVictim ()
 
bool UpdateVictimWithGaze ()
 
void SetGazeOn (Unit *target)
 
Creature * DoSummon (uint32 entry, Position const &pos, uint32 despawnTime=30000, TempSummonType summonType=TEMPSUMMON_CORPSE_TIMED_DESPAWN)
 
Creature * DoSummon (uint32 entry, WorldObject *obj, float radius=5.0f, uint32 despawnTime=30000, TempSummonType summonType=TEMPSUMMON_CORPSE_TIMED_DESPAWN)
 
Creature * DoSummonFlyer (uint32 entry, WorldObject *obj, float flightZ, float radius=5.0f, uint32 despawnTime=30000, TempSummonType summonType=TEMPSUMMON_CORPSE_TIMED_DESPAWN)
 
bool _EnterEvadeMode (EvadeReason why=EVADE_REASON_OTHER)
 
- Protected Attributes inherited from CreatureAI
Creature *const me
 
EventMap events
 
TaskScheduler scheduler
 
CreatureBoundary const * _boundary
 
bool _negateBoundary
 
bool _isEngaged
 
- Protected Attributes inherited from UnitAI
Unit *const me
 

Detailed Description

Constructor & Destructor Documentation

◆ npc_strangulate_vehicleAI()

npc_strangulate_vehicle::npc_strangulate_vehicleAI::npc_strangulate_vehicleAI ( Creature *  creature)
inline
2934: NullCreatureAI(creature), _instance(creature->GetInstanceScript()) {}
Definition PassiveAI.h:56
InstanceScript * GetInstanceScript() const
Definition Object.cpp:1247
InstanceScript * _instance
Definition boss_the_lich_king.cpp:2937

Member Function Documentation

◆ DoAction()

void npc_strangulate_vehicle::npc_strangulate_vehicleAI::DoAction ( int32  action)
inlineoverridevirtual

Reimplemented from UnitAI.

2978 {
2979 if (action != ACTION_TELEPORT_BACK)
2980 return;
2981
2982 if (TempSummon* summ = me->ToTempSummon())
2983 {
2984 if (Unit* summoner = summ->GetSummonerUnit())
2985 {
2986 bool buff = _instance->GetBossState(DATA_THE_LICH_KING) == IN_PROGRESS && summoner->IsPlayer() && (!summoner->IsAlive() || summoner->ToPlayer()->IsBeingTeleported() || summoner->FindMap() != me->GetMap());
2987 if (summoner->IsPlayer() && !summoner->ToPlayer()->IsBeingTeleported() && summoner->FindMap() == me->GetMap())
2988 {
2989 if (buff)
2990 summoner->CastSpell((Unit*)nullptr, SPELL_HARVESTED_SOUL_LK_BUFF, true, nullptr, nullptr, _instance->GetGuidData(DATA_THE_LICH_KING));
2991
2993 }
2994 else if (buff)
2996
2997 summoner->RemoveAurasDueToSpell(IsHeroic() ? SPELL_HARVEST_SOULS_TELEPORT : SPELL_HARVEST_SOUL_TELEPORT);
2998 }
2999 else
3001 }
3002
3003 _events.Reset();
3004 me->RemoveAllAuras();
3005 me->DespawnOrUnsummon(500ms);
3006
3008 lichKing->AI()->SummonedCreatureDespawn(me);
3009 }
@ IN_PROGRESS
Definition InstanceScript.h:59
@ ACTION_TELEPORT_BACK
Definition boss_the_lich_king.cpp:336
@ SPELL_HARVESTED_SOUL_LK_BUFF
Definition boss_the_lich_king.cpp:165
@ SPELL_HARVEST_SOUL_TELEPORT
Definition boss_the_lich_king.cpp:162
@ SPELL_HARVEST_SOULS_TELEPORT
Definition boss_the_lich_king.cpp:167
@ SPELL_HARVEST_SOUL_TELEPORT_BACK
Definition boss_the_lich_king.cpp:163
Creature *const me
Definition CreatureAI.h:71
Definition Creature.h:47
void DespawnOrUnsummon(Milliseconds msTimeToDespawn=0ms, Seconds forcedRespawnTimer=0s)
Definition Creature.cpp:2216
void Reset()
Definition EventMap.cpp:21
ObjectGuid GetGuidData(uint32 type) const override
Definition InstanceScript.cpp:115
EncounterState GetBossState(uint32 id) const
Definition InstanceScript.h:252
Definition TemporarySummon.h:50
Definition Unit.h:665
TempSummon * ToTempSummon()
Definition Unit.h:732
SpellCastResult CastSpell(SpellCastTargets const &targets, SpellInfo const *spellInfo, CustomSpellValues const *value, TriggerCastFlags triggerFlags=TRIGGERED_NONE, Item *castItem=nullptr, AuraEffect const *triggeredByAura=nullptr, ObjectGuid originalCaster=ObjectGuid::Empty)
Definition Unit.cpp:1372
void RemoveAllAuras()
Definition Unit.cpp:5359
Map * GetMap() const
Definition Object.h:637
@ DATA_THE_LICH_KING
Definition icecrown_citadel.h:101
Creature * GetCreature(WorldObject const &u, ObjectGuid const &guid)
Definition ObjectAccessor.cpp:234
EventMap _events
Definition boss_the_lich_king.cpp:2936
bool IsHeroic()
Definition boss_the_lich_king.cpp:2969

References _events, _instance, ACTION_TELEPORT_BACK, Unit::CastSpell(), DATA_THE_LICH_KING, Creature::DespawnOrUnsummon(), InstanceScript::GetBossState(), ObjectAccessor::GetCreature(), InstanceScript::GetGuidData(), WorldObject::GetMap(), IN_PROGRESS, IsHeroic(), CreatureAI::me, Unit::RemoveAllAuras(), EventMap::Reset(), SPELL_HARVEST_SOUL_TELEPORT, SPELL_HARVEST_SOUL_TELEPORT_BACK, SPELL_HARVEST_SOULS_TELEPORT, SPELL_HARVESTED_SOUL_LK_BUFF, and Unit::ToTempSummon().

◆ IsHeroic()

bool npc_strangulate_vehicle::npc_strangulate_vehicleAI::IsHeroic ( )
inline
2969{ return me->GetMap()->IsHeroic(); }
bool IsHeroic() const
Definition Map.h:303

References WorldObject::GetMap(), Map::IsHeroic(), and CreatureAI::me.

Referenced by DoAction(), and UpdateAI().

◆ IsSummonedBy()

void npc_strangulate_vehicle::npc_strangulate_vehicleAI::IsSummonedBy ( WorldObject *  summoner)
inlineoverridevirtual

Reimplemented from CreatureAI.

2940 {
2941 if (!summoner)
2942 return;
2943
2945 {
2946 me->SetWalk(false);
2948 path.push_back(G3D::Vector3(me->GetPositionX(), me->GetPositionY(), me->GetPositionZ()));
2949 path.push_back(G3D::Vector3(me->GetPositionX(), me->GetPositionY(), 843.0f));
2951
2952 ObjectGuid petGUID = summoner->ToUnit()->GetPetGUID();
2953 summoner->ToUnit()->SetPetGUID(ObjectGuid::Empty);
2954 summoner->ToUnit()->StopMoving();
2955 me->CastSpell(summoner->ToUnit(), SPELL_HARVEST_SOUL_VEHICLE, true);
2956 //summoner->ClearUnitState(UNIT_STATE_ONVEHICLE);
2957 summoner->ToUnit()->SendMovementFlagUpdate(true);
2958 summoner->ToUnit()->SetPetGUID(petGUID);
2959 _events.Reset();
2963
2964 // this will let us easily access all creatures of this entry on heroic mode when its time to teleport back
2965 lichKing->AI()->JustSummoned(me);
2966 }
2967 }
@ SPELL_HARVEST_SOUL_VEHICLE
Definition boss_the_lich_king.cpp:160
@ EVENT_MOVE_TO_LICH_KING
Definition boss_the_lich_king.cpp:272
@ EVENT_TELEPORT
Definition boss_the_lich_king.cpp:271
@ EVENT_DESPAWN_SELF
Definition boss_the_lich_king.cpp:273
bool SetWalk(bool enable) override
Enable or disable the creature's walk mode by removing: MOVEMENTFLAG_WALKING. Infom also the client.
Definition Creature.cpp:3393
void ScheduleEvent(EventId eventId, Milliseconds time, GroupIndex group=0u, PhaseIndex phase=0u)
Definition EventMap.cpp:48
void MoveSplinePath(Movement::PointsArray *path, ForcedMovement forcedMovement=FORCED_MOVEMENT_NONE)
Definition MotionMaster.cpp:504
Definition ObjectGuid.h:121
static ObjectGuid const Empty
Definition ObjectGuid.h:123
Unit * ToUnit()
Definition Object.h:216
MotionMaster * GetMotionMaster()
Definition Unit.h:1761
void StopMoving()
Definition Unit.cpp:12639
void SendMovementFlagUpdate(bool self=false)
Definition Unit.cpp:12693
void SetPetGUID(ObjectGuid guid)
Definition Unit.h:723
ObjectGuid GetPetGUID() const
Definition Unit.h:724
std::vector< Vector3 > PointsArray
Definition MoveSplineInitArgs.h:28
float GetPositionZ() const
Definition Position.h:123
float GetPositionX() const
Definition Position.h:121
float GetPositionY() const
Definition Position.h:122

References _events, _instance, Unit::CastSpell(), DATA_THE_LICH_KING, ObjectGuid::Empty, EVENT_DESPAWN_SELF, EVENT_MOVE_TO_LICH_KING, EVENT_TELEPORT, ObjectAccessor::GetCreature(), InstanceScript::GetGuidData(), Unit::GetMotionMaster(), Unit::GetPetGUID(), Position::GetPositionX(), Position::GetPositionY(), Position::GetPositionZ(), CreatureAI::me, MotionMaster::MoveSplinePath(), EventMap::Reset(), EventMap::ScheduleEvent(), Unit::SendMovementFlagUpdate(), Unit::SetPetGUID(), Creature::SetWalk(), SPELL_HARVEST_SOUL_VEHICLE, Unit::StopMoving(), and Object::ToUnit().

◆ OnCharmed()

void npc_strangulate_vehicle::npc_strangulate_vehicleAI::OnCharmed ( bool  apply)
inlineoverridevirtual

Called when unit is charmed.

Reimplemented from CreatureAI.

2970{}

◆ PassengerBoarded()

void npc_strangulate_vehicle::npc_strangulate_vehicleAI::PassengerBoarded ( Unit *  ,
int8  ,
bool   
)
inlineoverridevirtual

== Fields =======================================

Reimplemented from CreatureAI.

2972 {
2973 if (!apply)
2974 pass->RemoveAurasDueToSpell(VEHICLE_SPELL_PARACHUTE);
2975 }
@ VEHICLE_SPELL_PARACHUTE
Definition VehicleDefines.h:53

References Unit::RemoveAurasDueToSpell(), and VEHICLE_SPELL_PARACHUTE.

◆ UpdateAI()

void npc_strangulate_vehicle::npc_strangulate_vehicleAI::UpdateAI ( uint32  )
inlineoverridevirtual

Use to start attacking a target. Called just before JustEngagedWith()

Implements UnitAI.

3012 {
3013 _events.Update(diff);
3014
3015 switch (_events.ExecuteEvent())
3016 {
3017 case EVENT_TELEPORT:
3018 me->GetMotionMaster()->Clear(false);
3020 if (TempSummon* summ = me->ToTempSummon())
3021 if (Unit* summoner = summ->GetSummonerUnit())
3022 {
3023 if (summoner->IsAlive() && summoner->IsPlayer())
3024 {
3025 summoner->CastSpell((Unit*)nullptr, SPELL_HARVEST_SOUL_VISUAL, true);
3026 summoner->ExitVehicle(summoner);
3027 me->UpdatePosition(me->GetPositionX(), me->GetPositionY(), 840.87f, me->GetOrientation(), true);
3029 if (!IsHeroic())
3030 summoner->CastSpell(summoner, SPELL_HARVEST_SOUL_TELEPORT, true);
3031 else
3032 summoner->CastSpell(summoner, SPELL_HARVEST_SOULS_TELEPORT, true);
3033 }
3034 else
3035 {
3036 summoner->ExitVehicle(summoner);
3038 }
3039 }
3040 break;
3043 if (me->GetExactDist(lichKing) > 8.0f)
3044 {
3045 float dist = float(rand_norm()) * 5.0f + 8.0f;
3046 float angle = lichKing->GetAngle(me);
3048 path.push_back(G3D::Vector3(me->GetPositionX(), me->GetPositionY(), me->GetPositionZ()));
3049 path.push_back(G3D::Vector3(lichKing->GetPositionX() + dist * cos(angle), lichKing->GetPositionY() + dist * std::sin(angle), 843.0f));
3051 }
3052 break;
3053 case EVENT_DESPAWN_SELF:
3055 lichKing->AI()->SummonedCreatureDespawn(me);
3056 me->DespawnOrUnsummon(1ms);
3057 break;
3058 default:
3059 break;
3060 }
3061 }
double rand_norm()
Definition Random.cpp:85
@ SPELL_HARVEST_SOUL_VISUAL
Definition boss_the_lich_king.cpp:161
void Update(uint32 time)
Definition EventMap.h:67
EventId ExecuteEvent()
Definition EventMap.cpp:86
void RescheduleEvent(EventId eventId, Milliseconds time, GroupIndex group=0u, PhaseIndex phase=0u)
Definition EventMap.cpp:70
void MoveIdle()
Definition MotionMaster.cpp:235
void Clear(bool reset=true)
Definition MotionMaster.h:194
virtual bool UpdatePosition(float x, float y, float z, float ang, bool teleport=false)
Definition Unit.cpp:15618
void StopMovingOnCurrentPos()
Definition Unit.cpp:12678
float GetExactDist(float x, float y, float z) const
Definition Position.h:182
float GetOrientation() const
Definition Position.h:124

References _events, _instance, MotionMaster::Clear(), DATA_THE_LICH_KING, Creature::DespawnOrUnsummon(), EVENT_DESPAWN_SELF, EVENT_MOVE_TO_LICH_KING, EVENT_TELEPORT, EventMap::ExecuteEvent(), ObjectAccessor::GetCreature(), Position::GetExactDist(), InstanceScript::GetGuidData(), Unit::GetMotionMaster(), Position::GetOrientation(), Position::GetPositionX(), Position::GetPositionY(), Position::GetPositionZ(), IsHeroic(), CreatureAI::me, MotionMaster::MoveIdle(), MotionMaster::MoveSplinePath(), rand_norm(), EventMap::RescheduleEvent(), SPELL_HARVEST_SOUL_TELEPORT, SPELL_HARVEST_SOUL_VISUAL, SPELL_HARVEST_SOULS_TELEPORT, Unit::StopMovingOnCurrentPos(), Unit::ToTempSummon(), EventMap::Update(), and Unit::UpdatePosition().

Member Data Documentation

◆ _events

EventMap npc_strangulate_vehicle::npc_strangulate_vehicleAI::_events

Referenced by DoAction(), IsSummonedBy(), and UpdateAI().

◆ _instance

InstanceScript* npc_strangulate_vehicle::npc_strangulate_vehicleAI::_instance

Referenced by DoAction(), IsSummonedBy(), and UpdateAI().


The documentation for this struct was generated from the following file: