AzerothCore 3.3.5a
OpenSource WoW Emulator
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go_transport_the_iron_eagle Struct Reference
Inheritance diagram for go_transport_the_iron_eagle:
GameObjectAI

Public Member Functions

 go_transport_the_iron_eagle (GameObject *object)
 
void EventInform (uint32 eventId) override
 
- Public Member Functions inherited from GameObjectAI
 GameObjectAI (GameObject *go)
 
virtual ~GameObjectAI ()
 
virtual void UpdateAI (uint32)
 
virtual void InitializeAI ()
 
virtual void Reset ()
 
virtual void DoAction (int32)
 
virtual void SetGUID (ObjectGuid const &, int32)
 
virtual ObjectGuid GetGUID (int32) const
 
virtual bool GossipHello (Player *, bool)
 
virtual bool GossipSelect (Player *, uint32, uint32)
 
virtual bool GossipSelectCode (Player *, uint32, uint32, char const *)
 
virtual bool QuestAccept (Player *, Quest const *)
 
virtual bool QuestReward (Player *, Quest const *, uint32)
 
virtual uint32 GetDialogStatus (Player *)
 
virtual void Destroyed (Player *, uint32)
 
virtual uint32 GetData (uint32) const
 
virtual void SetData (uint32, uint32)
 
virtual void OnGameEvent (bool, uint16)
 
virtual void OnStateChanged (uint32, Unit *)
 
virtual void SpellHit (Unit *, SpellInfo const *)
 
virtual bool CanBeSeen (Player const *)
 
virtual void JustSummoned (Creature *)
 
virtual void SummonedCreatureDespawn (Creature *)
 
virtual void SummonedCreatureDies (Creature *, Unit *)
 
virtual void SummonedCreatureEvade (Creature *)
 

Additional Inherited Members

- Static Public Member Functions inherited from GameObjectAI
static int32 Permissible (GameObject const *go)
 
- Protected Attributes inherited from GameObjectAI
GameObject *const me
 

Detailed Description

Constructor & Destructor Documentation

◆ go_transport_the_iron_eagle()

go_transport_the_iron_eagle::go_transport_the_iron_eagle ( GameObject object)
inline
26: GameObjectAI(object) { };
Definition GameObjectAI.h:33

Member Function Documentation

◆ EventInform()

void go_transport_the_iron_eagle::EventInform ( uint32  eventId)
inlineoverridevirtual

Reimplemented from GameObjectAI.

29 {
30 sWorldState->HandleConditionStateChange(WORLD_STATE_CONDITION_THE_IRON_EAGLE, static_cast<WorldStateConditionState>(eventId));
31 switch (eventId)
32 {
35 creature->AI()->Talk(0);
36 break;
38 if (Creature *creature = me->FindNearestCreature(NPC_SNURK_BUCKSQUICK, 150.0f))
39 creature->AI()->Talk(0);
40 break;
41 default:
42 return;
43 }
44 }
#define sWorldState
Definition WorldState.h:377
WorldStateConditionState
Definition WorldState.h:37
@ WORLD_STATE_CONDITION_THE_IRON_EAGLE
Definition WorldState.h:32
Definition Creature.h:47
GameObject *const me
Definition GameObjectAI.h:35
Creature * FindNearestCreature(uint32 entry, float range, bool alive=true) const
Definition Object.cpp:2450
@ EVENT_OG_FROM_GROMGOL_ARRIVAL
Definition transport_zeppelin.h:24
@ EVENT_GROMGOL_FROM_OG_ARRIVAL
Definition transport_zeppelin.h:25
@ NPC_NEZRAZ
Definition transport_zeppelin.h:43
@ NPC_SNURK_BUCKSQUICK
Definition transport_zeppelin.h:47
const float SEARCH_RANGE_ZEPPELIN_MASTER
Definition transport_zeppelin.h:58

References EVENT_GROMGOL_FROM_OG_ARRIVAL, EVENT_OG_FROM_GROMGOL_ARRIVAL, WorldObject::FindNearestCreature(), GameObjectAI::me, NPC_NEZRAZ, NPC_SNURK_BUCKSQUICK, SEARCH_RANGE_ZEPPELIN_MASTER, sWorldState, and WORLD_STATE_CONDITION_THE_IRON_EAGLE.


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