2761 {
2765
2767 return;
2768
2770 return;
2771
2773 {
2775 if (creature)
2776 {
2779
2781 {
2784 }
2785 else
2786 {
2789 }
2790 }
2791 }
2792
2793
2794
2795
2796
2797
2798
2799
2800
2801
2802
2803
2804
2805
2806
2808 }
static First const & RAND(First const &first, Second const &second, Rest const &... rest)
Definition CreatureAIImpl.h:25
std::uint32_t uint32
Definition Define.h:107
uint32 urand(uint32 min, uint32 max)
Definition Random.cpp:44
bool roll_chance_i(int chance)
Definition Random.h:63
@ EMOTE_ONESHOT_POINT
Definition SharedDefines.h:1921
@ EMOTE_ONESHOT_RUDE
Definition SharedDefines.h:1910
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.
Definition CreatureAI.cpp:67
bool HasSpellCooldown(uint32 spell_id) const override
Definition Creature.cpp:3088
void AddSpellCooldown(uint32 spell_id, uint32, uint32 end_time, bool needSendToClient=false, bool forceSendToSpectator=false) override
Definition Creature.cpp:3013
CreatureAI * AI() const
Definition Creature.h:143
Player * ToPlayer()
Definition Object.h:208
uint32 GetEntry() const
Definition Object.h:123
Creature * ToCreature()
Definition Object.h:212
bool IsGameMaster() const
Definition Player.h:1178
uint32 Id
Definition SpellInfo.h:344
SpellInfo const * GetSpellInfo()
Definition SpellScript.cpp:416
Unit * GetHitUnit()
Definition SpellScript.cpp:453
Unit * GetCaster()
Definition SpellScript.cpp:401
void SetFacingToObject(WorldObject *object, Milliseconds timed=0ms)
Definition Unit.cpp:16167
bool IsAlive() const
Definition Unit.h:1812
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:1378
virtual void PauseMovement(uint32 timer=0, uint8 slot=0)
Disable the unit movement by clearing UNIT_STATE_MOVING and stopping the spline.
Definition Unit.cpp:12728
void HandleEmoteCommand(uint32 emoteId)
Definition Unit.cpp:2202
bool IsInCombat() const
Definition Unit.h:949
uint8 _emote
Definition zone_the_scarlet_enclave.cpp:2815
uint32 ReturnToCapitalSpells[3]
Definition zone_the_scarlet_enclave.cpp:2744
@ NPC_CITY_PATROLLER
Definition zone_the_scarlet_enclave.cpp:2737
@ SAY_INSULT_TO_DK
Definition zone_the_scarlet_enclave.cpp:2733
@ NPC_SW_GUARD
Definition zone_the_scarlet_enclave.cpp:2735
@ NPC_ROYAL_GUARD
Definition zone_the_scarlet_enclave.cpp:2736
@ NPC_OG_GUARD
Definition zone_the_scarlet_enclave.cpp:2738
@ NPC_KOR_ELITE
Definition zone_the_scarlet_enclave.cpp:2739