2501 {
2505
2507 return;
2508
2510 return;
2511
2513 {
2515 if (creature)
2516 {
2519
2521 {
2524 }
2525 else
2526 {
2529 }
2530 }
2531 }
2532
2533
2534
2535
2536
2537
2538
2539
2540
2541
2542
2543
2544
2545
2546
2548 }
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:3044
void AddSpellCooldown(uint32 spell_id, uint32, uint32 end_time, bool needSendToClient=false, bool forceSendToSpectator=false) override
Definition Creature.cpp:2989
CreatureAI * AI() const
Definition Creature.h:144
Player * ToPlayer()
Definition Object.h:202
uint32 GetEntry() const
Definition Object.h:117
Creature * ToCreature()
Definition Object.h:206
bool IsGameMaster() const
Definition Player.h:1178
uint32 Id
Definition SpellInfo.h:344
SpellInfo const * GetSpellInfo()
Definition SpellScript.cpp:411
Unit * GetHitUnit()
Definition SpellScript.cpp:448
Unit * GetCaster()
Definition SpellScript.cpp:401
void SetFacingToObject(WorldObject *object, Milliseconds timed=0ms)
Definition Unit.cpp:16465
bool IsAlive() const
Definition Unit.h:1793
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:1361
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:13053
void HandleEmoteCommand(uint32 emoteId)
Definition Unit.cpp:2187
bool IsInCombat() const
Definition Unit.h:936
uint8 _emote
Definition zone_the_scarlet_enclave.cpp:2555
uint32 ReturnToCapitalSpells[3]
Definition zone_the_scarlet_enclave.cpp:2484
@ NPC_CITY_PATROLLER
Definition zone_the_scarlet_enclave.cpp:2477
@ SAY_INSULT_TO_DK
Definition zone_the_scarlet_enclave.cpp:2473
@ NPC_SW_GUARD
Definition zone_the_scarlet_enclave.cpp:2475
@ NPC_ROYAL_GUARD
Definition zone_the_scarlet_enclave.cpp:2476
@ NPC_OG_GUARD
Definition zone_the_scarlet_enclave.cpp:2478
@ NPC_KOR_ELITE
Definition zone_the_scarlet_enclave.cpp:2479