590 {
591 if (!player || !creature)
592 return true;
593
595 {
598 return true;
599
602 {
603
605
606
607 std::list<Creature*> hfsList;
610 hfs->AI()->SetData(1, 0);
611
612 if (razorscale->
AI())
613 {
617 razorscale->
GetMotionMaster()->
MovePoint(
POINT_RAZORSCALE_INIT,
CORDS_AIR.
GetPositionX(),
CORDS_AIR.
GetPositionY(),
CORDS_AIR.
GetPositionZ(),
FORCED_MOVEMENT_NONE, 0.f, 0.f,
false,
false,
MOTION_SLOT_ACTIVE,
AnimTier::Fly);
618 }
619 }
620 }
621
623 return true;
624 }
@ MOTION_SLOT_ACTIVE
Definition MotionMaster.h:65
@ FORCED_MOVEMENT_NONE
Definition MotionMaster.h:86
@ UNIT_NPC_FLAG_GOSSIP
Definition UnitDefines.h:322
@ POINT_RAZORSCALE_INIT
Definition boss_razorscale.cpp:126
const Position CORDS_AIR
Definition boss_razorscale.cpp:135
CreatureAI * AI() const
Definition Creature.h:144
void MoveIdle()
Definition MotionMaster.cpp:234
void MovePoint(uint32 id, const Position &pos, ForcedMovement forcedMovement=FORCED_MOVEMENT_NONE, float speed=0.f, bool generatePath=true, bool forceDestination=true, std::optional< AnimTier > animTier=std::nullopt)
Definition MotionMaster.h:240
PlayerMenu * PlayerTalkClass
Definition Player.h:2275
virtual void AttackStart(Unit *)
Definition UnitAI.cpp:28
MotionMaster * GetMotionMaster()
Definition Unit.h:1759
void RemoveNpcFlag(NPCFlags flags)
Definition Unit.h:765
void SetImmuneToPC(bool apply, bool keepCombat=false)
Definition Unit.cpp:10623
void GetCreaturesWithEntryInRange(std::list< Creature * > &creatureList, float radius, uint32 entry)
Definition Object.cpp:3060
float GetPositionZ() const
Definition Position.h:123
float GetPositionX() const
Definition Position.h:121
float GetPositionY() const
Definition Position.h:122
@ NPC_HARPOON_FIRE_STATE
Definition ulduar.h:177