AzerothCore 3.3.5a
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npc_ulduar_hodir_mage Struct Reference
Inheritance diagram for npc_ulduar_hodir_mage:
ScriptedAI CreatureAI UnitAI

Public Member Functions

 npc_ulduar_hodir_mage (Creature *creature)
 
void AttackStart (Unit *who) override
 
void ScheduleAbilities ()
 
void SpellHit (Unit *, SpellInfo const *spell) override
 
void UpdateAI (uint32 diff) override
 Use to start attacking a target. Called just before JustEngagedWith()
 
void DoAction (int32 action) override
 
void MoveInLineOfSight (Unit *) override
 
void EnterEvadeMode (EvadeReason) override
 
bool CanAIAttack (Unit const *t) const override
 
void JustDied (Unit *) override
 
- Public Member Functions inherited from ScriptedAI
 ScriptedAI (Creature *creature)
 
 ~ScriptedAI () override
 
void AttackStartNoMove (Unit *target)
 
void DamageTaken (Unit *, uint32 &, DamageEffectType, SpellSchoolMask) override
 Called at any Damage from any attacker (before damage apply)
 
void UpdateAI (uint32 diff) override
 Use to start attacking a target. Called just before JustEngagedWith()
 
void JustDied (Unit *) override
 
void KilledUnit (Unit *) override
 
void JustSummoned (Creature *) override
 
void SummonedCreatureDespawn (Creature *) override
 
void SpellHit (Unit *, SpellInfo const *) override
 
void SpellHitTarget (Unit *, SpellInfo const *) override
 
void MovementInform (uint32, uint32) override
 
void OnPossess (bool)
 
bool IsInRoom (Position const *pos, Axis axis, bool above)
 
void Reset () override
 
void JustEngagedWith (Unit *) override
 Called for reaction when initially engaged - this happens after JustEnteredCombat.
 
void AttackStart (Unit *) override
 
void DoStartMovement (Unit *target, float distance=0.0f, float angle=0.0f)
 
void DoStartNoMovement (Unit *target)
 
void DoStopAttack ()
 
void DoRewardPlayersInArea ()
 
void DoCastSpell (Unit *target, SpellInfo const *spellInfo, bool triggered=false)
 
void DoPlaySoundToSet (WorldObject *source, uint32 soundId)
 
void DoPlayMusic (uint32 soundId, bool zone)
 
void DoAddThreat (Unit *unit, float amount)
 
void DoModifyThreatByPercent (Unit *unit, int32 pct)
 
void DoResetThreat (Unit *unit)
 
void DoResetThreatList ()
 
float DoGetThreat (Unit *unit)
 
void DoTeleportPlayer (Unit *unit, float x, float y, float z, float o)
 
void DoTeleportPlayer (Unit *unit, Position pos)
 
void DoTeleportAll (float x, float y, float z, float o)
 
Unit * DoSelectLowestHpFriendly (float range, uint32 minHPDiff=1)
 
std::list< Creature * > DoFindFriendlyCC (float range)
 
std::list< Creature * > DoFindFriendlyMissingBuff (float range, uint32 spellId)
 
Player * GetPlayerAtMinimumRange (float minRange)
 
Creature * DoSpawnCreature (uint32 entry, float offsetX, float offsetY, float offsetZ, float angle, uint32 type, uint32 despawntime)
 
bool IsUniqueTimedEventDone (uint32 id) const
 
void SetUniqueTimedEventDone (uint32 id)
 
void ResetUniqueTimedEvent (uint32 id)
 
void ClearUniqueTimedEventsDone ()
 
void ScheduleTimedEvent (Milliseconds timerMin, Milliseconds timerMax, std::function< void()> exec, Milliseconds repeatMin, Milliseconds repeatMax=0ms, uint32 uniqueId=0)
 
void ScheduleTimedEvent (Milliseconds timerMax, std::function< void()> exec, Milliseconds repeatMin, Milliseconds repeatMax=0ms, uint32 uniqueId=0)
 
void ScheduleUniqueTimedEvent (Milliseconds timer, std::function< void()> exec, uint32 uniqueId)
 
bool HealthBelowPct (uint32 pct) const
 
bool HealthAbovePct (uint32 pct) const
 
SpellInfo const * SelectSpell (Unit *target, uint32 school, uint32 mechanic, SelectTargetType targets, uint32 powerCostMin, uint32 powerCostMax, float rangeMin, float rangeMax, SelectEffect effect)
 
void SetEquipmentSlots (bool loadDefault, int32 mainHand=EQUIP_NO_CHANGE, int32 offHand=EQUIP_NO_CHANGE, int32 ranged=EQUIP_NO_CHANGE)
 
virtual bool CheckEvadeIfOutOfCombatArea () const
 
bool IsHeroic () const
 
Difficulty GetDifficulty () const
 
bool Is25ManRaid () const
 
template<class T >
T const & DUNGEON_MODE (T const &normal5, T const &heroic10) const
 
template<class T >
T const & RAID_MODE (T const &normal10, T const &normal25) const
 
template<class T >
T const & RAID_MODE (T const &normal10, T const &normal25, T const &heroic10, T const &heroic25) const
 
Player * SelectTargetFromPlayerList (float maxdist, uint32 excludeAura=0, bool mustBeInLOS=false) const
 
void SetInvincibility (bool apply)
 
bool IsInvincible () const
 
void SetAutoAttackAllowed (bool allow)
 
bool IsAutoAttackAllowed () const
 
- 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
 
void JustEnteredCombat (Unit *who) override
 Called when the unit enters combat.
 
virtual void JustStartedThreateningMe (Unit *who)
 
void EngagementStart (Unit *who)
 
void EngagementOver ()
 
void JustExitedCombat () override
 Called when the unit leaves combat.
 
virtual void IsSummonedBy (WorldObject *)
 
virtual void SummonedCreatureDies (Creature *, Unit *)
 
virtual void SummonedCreatureDespawnAll ()
 
virtual void SummonedCreatureEvade (Creature *)
 
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 PathEndReached (uint32)
 
virtual void WaypointPathStarted (uint32)
 == Waypoints system =============================
 
virtual void WaypointStarted (uint32, uint32)
 
virtual void WaypointReached (uint32, uint32)
 
virtual void WaypointPathEnded (uint32, uint32)
 
void OnCharmed (bool apply) override
 Called when unit is charmed.
 
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 void PassengerBoarded (Unit *, int8, bool)
 == Fields =======================================
 
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 void InitializeAI ()
 
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 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
 
- Public Attributes inherited from ScriptedAI
Creature * me
 

Additional Inherited Members

- Public Types inherited from ScriptedAI
enum class  Axis {
  AXIS_X ,
  AXIS_Y
}
 
- 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 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_ulduar_hodir_mage()

npc_ulduar_hodir_mage::npc_ulduar_hodir_mage ( Creature *  creature)
inline
1063 : ScriptedAI(creature)
1064 {
1066 events.Reset();
1068 }
@ REACT_PASSIVE
Definition Unit.h:567
events
Definition boss_sartura.cpp:43
void SetReactState(ReactStates state)
A creature can have 3 ReactStates : Agressive, Passive, Neutral.
Definition Creature.h:100
InstanceScript * GetInstanceScript() const
Definition Object.cpp:1247
Definition ScriptedCreature.h:191
Creature * me
Definition ScriptedCreature.h:281
InstanceScript * _instance
Definition boss_hodir.cpp:1071

References _instance, WorldObject::GetInstanceScript(), ScriptedAI::me, REACT_PASSIVE, and Creature::SetReactState().

Member Function Documentation

◆ AttackStart()

void npc_ulduar_hodir_mage::AttackStart ( Unit *  who)
inlineoverridevirtual

Reimplemented from UnitAI.

1074 {
1075 AttackStartCaster(who, 30.0f);
1076 }
void AttackStartCaster(Unit *victim, float dist)
Definition UnitAI.cpp:35

References UnitAI::AttackStartCaster().

Referenced by UpdateAI().

◆ CanAIAttack()

bool npc_ulduar_hodir_mage::CanAIAttack ( Unit const *  t) const
inlineoverridevirtual

Reimplemented from UnitAI.

1185{ return t->GetEntry() == NPC_HODIR; }
@ NPC_HODIR
Definition ulduar.h:178

References Object::GetEntry(), and NPC_HODIR.

◆ DoAction()

void npc_ulduar_hodir_mage::DoAction ( int32  action)
inlineoverridevirtual

Reimplemented from UnitAI.

1170 {
1171 if (action == ACTION_VICTORY_EMOTE)
1172 {
1173 events.Reset();
1174 me->AttackStop();
1175 me->CombatStop(true);
1176 me->GetMotionMaster()->Clear();
1177
1178 events.ScheduleEvent(EVENT_VICTORY_CHEER_2, 3s, 6500ms);
1179 }
1180 }
@ EVENT_VICTORY_CHEER_2
Definition boss_hodir.cpp:142
@ ACTION_VICTORY_EMOTE
Definition boss_hodir.cpp:174
void Clear(bool reset=true)
Definition MotionMaster.h:194
MotionMaster * GetMotionMaster()
Definition Unit.h:1761
void CombatStop(bool includingCast=false, bool mutualPvP=true)
Definition Unit.cpp:7273
bool AttackStop()
Force the unit to stop attacking. This will clear UNIT_STATE_MELEE_ATTACKING, Interrupt current spell...
Definition Unit.cpp:7240

References ACTION_VICTORY_EMOTE, Unit::AttackStop(), MotionMaster::Clear(), Unit::CombatStop(), EVENT_VICTORY_CHEER_2, Unit::GetMotionMaster(), and ScriptedAI::me.

◆ EnterEvadeMode()

void npc_ulduar_hodir_mage::EnterEvadeMode ( EvadeReason  )
inlineoverridevirtual

Reimplemented from CreatureAI.

1184{}

◆ JustDied()

void npc_ulduar_hodir_mage::JustDied ( Unit *  )
inlineoverridevirtual

Reimplemented from CreatureAI.

1188 {
1189 if (_instance)
1191 hodir->AI()->SetData(4, 1);
1192 }
Definition Creature.h:47
Creature * GetCreature(uint32 type)
Definition InstanceScript.cpp:120
@ BOSS_HODIR
Definition ulduar.h:39

References _instance, BOSS_HODIR, and InstanceScript::GetCreature().

◆ MoveInLineOfSight()

void npc_ulduar_hodir_mage::MoveInLineOfSight ( Unit *  )
inlineoverridevirtual

Reimplemented from CreatureAI.

1182{}

◆ ScheduleAbilities()

void npc_ulduar_hodir_mage::ScheduleAbilities ( )
inline
1079 {
1080 events.ScheduleEvent(EVENT_MAGE_FIREBALL, 3100ms);
1081 events.ScheduleEvent(EVENT_MAGE_TOASTY_FIRE, 6s);
1082 events.ScheduleEvent(EVENT_MAGE_MELT_ICE, 1s);
1083 }
@ EVENT_MAGE_TOASTY_FIRE
Definition boss_hodir.cpp:138
@ EVENT_MAGE_MELT_ICE
Definition boss_hodir.cpp:140
@ EVENT_MAGE_FIREBALL
Definition boss_hodir.cpp:139

References EVENT_MAGE_FIREBALL, EVENT_MAGE_MELT_ICE, and EVENT_MAGE_TOASTY_FIRE.

Referenced by UpdateAI().

◆ SpellHit()

void npc_ulduar_hodir_mage::SpellHit ( Unit *  ,
SpellInfo const *  spell 
)
inlineoverridevirtual

Reimplemented from CreatureAI.

1086 {
1087 if (spell->Id == SPELL_FLASH_FREEZE_TRAPPED_NPC)
1088 {
1089 events.Reset();
1090 events.ScheduleEvent(EVENT_TRY_FREE_HELPER, 1s);
1091 }
1092 }
@ SPELL_FLASH_FREEZE_TRAPPED_NPC
Definition boss_hodir.cpp:44
@ EVENT_TRY_FREE_HELPER
Definition boss_hodir.cpp:130

References EVENT_TRY_FREE_HELPER, SpellInfo::Id, and SPELL_FLASH_FREEZE_TRAPPED_NPC.

◆ UpdateAI()

void npc_ulduar_hodir_mage::UpdateAI ( uint32  )
inlineoverridevirtual

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

Implements UnitAI.

1095 {
1096 events.Update(diff);
1097
1099 return;
1100
1101 switch (events.ExecuteEvent())
1102 {
1103 case 0:
1104 break;
1106 {
1108 if (_instance)
1110 {
1111 AttackStart(hodir);
1113 break;
1114 }
1115 events.Repeat(1s);
1116 }
1117 break;
1119 if (Unit* victim = me->GetVictim())
1120 me->CastSpell(victim, SPELL_MAGE_FIREBALL, false);
1121 events.Repeat(3100ms);
1122 break;
1125 events.Repeat(10s);
1126 break;
1128 {
1129 std::list<Creature*> FB;
1130 bool found = false;
1132 for( std::list<Creature*>::const_iterator itr = FB.begin(); itr != FB.end(); ++itr )
1133 if (!((*itr)->HasAura(SPELL_MAGE_MELT_ICE)))
1134 {
1135 me->CastSpell((*itr), SPELL_MAGE_MELT_ICE, false);
1136 found = true;
1137 break;
1138 }
1139
1140 if (found)
1141 {
1142 events.Repeat(2s);
1143 break;
1144 }
1145 events.Repeat(5s);
1146 }
1147 break;
1149 if (me->IsAlive())
1151 events.ScheduleEvent(EVENT_VICTORY_CHEER_3, 3s, 6500ms);
1152 break;
1154 if (me->IsAlive())
1156 events.ScheduleEvent(EVENT_VICTORY_DANCE, 3s, 6500ms);
1157 break;
1159 if (me->IsAlive())
1161 events.ScheduleEvent(EVENT_VICTORY_DESPAWN, 15s, 60s);
1162 break;
1165 break;
1166 }
1167 }
@ EMOTE_ONESHOT_CHEER_NO_SHEATHE
Definition SharedDefines.h:1950
@ EMOTE_ONESHOT_DANCE
Definition SharedDefines.h:1953
@ UNIT_STATE_CASTING
Definition UnitDefines.h:188
@ SPELL_MAGE_MELT_ICE
Definition boss_hodir.cpp:81
@ SPELL_MAGE_CONJURE_TOASTY_FIRE
Definition boss_hodir.cpp:82
@ SPELL_MAGE_FIREBALL
Definition boss_hodir.cpp:80
@ NPC_FLASH_FREEZE_NPC
Definition boss_hodir.cpp:113
@ EVENT_VICTORY_CHEER_3
Definition boss_hodir.cpp:143
@ EVENT_VICTORY_DESPAWN
Definition boss_hodir.cpp:145
@ EVENT_VICTORY_DANCE
Definition boss_hodir.cpp:144
void DespawnOrUnsummon(Milliseconds msTimeToDespawn=0ms, Seconds forcedRespawnTimer=0s)
Definition Creature.cpp:2216
Definition Unit.h:665
bool IsAlive() const
Definition Unit.h:1796
bool HasAura(uint32 spellId, ObjectGuid casterGUID=ObjectGuid::Empty, ObjectGuid itemCasterGUID=ObjectGuid::Empty, uint8 reqEffMask=0) const
Definition Unit.cpp:5764
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
Unit * GetVictim() const
Definition Unit.h:904
bool HasUnitState(const uint32 f) const
Definition Unit.h:737
void HandleEmoteCommand(uint32 emoteId)
Definition Unit.cpp:2198
void GetCreaturesWithEntryInRange(std::list< Creature * > &creatureList, float radius, uint32 entry)
Definition Object.cpp:3120
void AttackStart(Unit *who) override
Definition boss_hodir.cpp:1073
void ScheduleAbilities()
Definition boss_hodir.cpp:1078

References _instance, AttackStart(), BOSS_HODIR, Unit::CastSpell(), Creature::DespawnOrUnsummon(), EMOTE_ONESHOT_CHEER_NO_SHEATHE, EMOTE_ONESHOT_DANCE, EVENT_MAGE_FIREBALL, EVENT_MAGE_MELT_ICE, EVENT_MAGE_TOASTY_FIRE, EVENT_TRY_FREE_HELPER, EVENT_VICTORY_CHEER_2, EVENT_VICTORY_CHEER_3, EVENT_VICTORY_DANCE, EVENT_VICTORY_DESPAWN, InstanceScript::GetCreature(), WorldObject::GetCreaturesWithEntryInRange(), Unit::GetVictim(), Unit::HandleEmoteCommand(), Unit::HasAura(), Unit::HasUnitState(), Unit::IsAlive(), ScriptedAI::me, NPC_FLASH_FREEZE_NPC, ScheduleAbilities(), SPELL_FLASH_FREEZE_TRAPPED_NPC, SPELL_MAGE_CONJURE_TOASTY_FIRE, SPELL_MAGE_FIREBALL, SPELL_MAGE_MELT_ICE, and UNIT_STATE_CASTING.

Member Data Documentation

◆ _instance

InstanceScript* npc_ulduar_hodir_mage::_instance

◆ events

EventMap npc_ulduar_hodir_mage::events

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