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| | go_father_flame (GameObject *go) |
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| void | OnStateChanged (uint32 state, Unit *) override |
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| | GameObjectAI (GameObject *go) |
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| virtual | ~GameObjectAI () |
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| virtual void | UpdateAI (uint32) |
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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 const &, int32) |
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| virtual ObjectGuid | GetGUID (int32) const |
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| virtual bool | GossipHello (Player *, bool) |
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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 | 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_father_flame()
| go_father_flame::go_father_flame |
( |
GameObject * |
go | ) |
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inline |
Definition GameObjectAI.h:33
◆ OnStateChanged()
| void go_father_flame::OnStateChanged |
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uint32 |
state, |
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Unit * |
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) |
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inlineoverridevirtual |
The documentation for this struct was generated from the following file: