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npc_a_special_surprise::npc_a_special_surpriseAI Struct Reference
Inheritance diagram for npc_a_special_surprise::npc_a_special_surpriseAI:
ScriptedAI CreatureAI UnitAI

Public Member Functions

 npc_a_special_surpriseAI (Creature *creature)
 
void Reset () override
 
bool MeetQuestCondition (Player *player)
 
void MoveInLineOfSight (Unit *who) override
 
void UpdateAI (uint32 diff) override
 Use to start attacking a target. Called just before JustEngagedWith()
 
- 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 (const Position *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)
 
UnitDoSelectLowestHpFriendly (float range, uint32 minHPDiff=1)
 
std::list< Creature * > DoFindFriendlyCC (float range)
 
std::list< Creature * > DoFindFriendlyMissingBuff (float range, uint32 spellId)
 
PlayerGetPlayerAtMinimumRange (float minRange)
 
CreatureDoSpawnCreature (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 >
const T & DUNGEON_MODE (const T &normal5, const T &heroic10) const
 
template<class T >
const T & RAID_MODE (const T &normal10, const T &normal25) const
 
template<class T >
const T & RAID_MODE (const T &normal10, const T &normal25, const T &heroic10, const T &heroic25) const
 
PlayerSelectTargetFromPlayerList (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)
 
WorldObjectGetSummoner () 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
 
virtual void EnterEvadeMode (EvadeReason why=EVADE_REASON_OTHER)
 
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 bool CanAIAttack (Unit const *) const
 
virtual void InitializeAI ()
 
virtual void DoAction (int32)
 
virtual uint32 GetData (uint32) const
 
virtual void SetData (uint32, uint32)
 
virtual void SetGUID (ObjectGuid const &, int32=0)
 
virtual ObjectGuid GetGUID (int32=0) const
 
UnitSelectTarget (SelectTargetMethod targetType, uint32 position=0, float dist=0.0f, bool playerOnly=false, bool withTank=true, int32 aura=0)
 
template<class PREDICATE >
UnitSelectTarget (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 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)
 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

uint32 ExecuteSpeech_Timer
 
uint32 ExecuteSpeech_Counter
 
ObjectGuid PlayerGUID
 
- Public Attributes inherited from ScriptedAI
Creatureme
 

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 AISpellInfoTypeAISpellInfo
 
- Protected Member Functions inherited from CreatureAI
bool UpdateVictim ()
 
bool UpdateVictimWithGaze ()
 
void SetGazeOn (Unit *target)
 
CreatureDoSummon (uint32 entry, Position const &pos, uint32 despawnTime=30000, TempSummonType summonType=TEMPSUMMON_CORPSE_TIMED_DESPAWN)
 
CreatureDoSummon (uint32 entry, WorldObject *obj, float radius=5.0f, uint32 despawnTime=30000, TempSummonType summonType=TEMPSUMMON_CORPSE_TIMED_DESPAWN)
 
CreatureDoSummonFlyer (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_a_special_surpriseAI()

npc_a_special_surprise::npc_a_special_surpriseAI::npc_a_special_surpriseAI ( Creature creature)
inline
404: ScriptedAI(creature) { }
Definition ScriptedCreature.h:191

Member Function Documentation

◆ MeetQuestCondition()

bool npc_a_special_surprise::npc_a_special_surpriseAI::MeetQuestCondition ( Player player)
inline
421 {
422 switch (me->GetEntry())
423 {
424 case 29061: // Ellen Stanbridge
425 if (player->GetQuestStatus(12742) == QUEST_STATUS_INCOMPLETE)
426 return true;
427 break;
428 case 29072: // Kug Ironjaw
429 if (player->GetQuestStatus(12748) == QUEST_STATUS_INCOMPLETE)
430 return true;
431 break;
432 case 29067: // Donovan Pulfrost
433 if (player->GetQuestStatus(12744) == QUEST_STATUS_INCOMPLETE)
434 return true;
435 break;
436 case 29065: // Yazmina Oakenthorn
437 if (player->GetQuestStatus(12743) == QUEST_STATUS_INCOMPLETE)
438 return true;
439 break;
440 case 29071: // Antoine Brack
441 if (player->GetQuestStatus(12750) == QUEST_STATUS_INCOMPLETE)
442 return true;
443 break;
444 case 29032: // Malar Bravehorn
445 if (player->GetQuestStatus(12739) == QUEST_STATUS_INCOMPLETE)
446 return true;
447 break;
448 case 29068: // Goby Blastenheimer
449 if (player->GetQuestStatus(12745) == QUEST_STATUS_INCOMPLETE)
450 return true;
451 break;
452 case 29073: // Iggy Darktusk
453 if (player->GetQuestStatus(12749) == QUEST_STATUS_INCOMPLETE)
454 return true;
455 break;
456 case 29074: // Lady Eonys
457 if (player->GetQuestStatus(12747) == QUEST_STATUS_INCOMPLETE)
458 return true;
459 break;
460 case 29070: // Valok the Righteous
461 if (player->GetQuestStatus(12746) == QUEST_STATUS_INCOMPLETE)
462 return true;
463 break;
464 }
465
466 return false;
467 }
@ QUEST_STATUS_INCOMPLETE
Definition QuestDef.h:103
uint32 GetEntry() const
Definition Object.h:117
QuestStatus GetQuestStatus(uint32 quest_id) const
Definition PlayerQuest.cpp:1465
Creature * me
Definition ScriptedCreature.h:281

References Object::GetEntry(), Player::GetQuestStatus(), ScriptedAI::me, and QUEST_STATUS_INCOMPLETE.

Referenced by MoveInLineOfSight().

◆ MoveInLineOfSight()

void npc_a_special_surprise::npc_a_special_surpriseAI::MoveInLineOfSight ( Unit who)
inlineoverridevirtual

Reimplemented from CreatureAI.

471 {
472 if (PlayerGUID || !who->IsPlayer() || !who->IsWithinDist(me, INTERACTION_DISTANCE))
473 return;
474
475 if (MeetQuestCondition(who->ToPlayer()))
476 PlayerGUID = who->GetGUID();
477 }
#define INTERACTION_DISTANCE
Definition ObjectDefines.h:24
bool IsPlayer() const
Definition Object.h:201
Player * ToPlayer()
Definition Object.h:202
static ObjectGuid GetGUID(Object const *o)
Definition Object.h:114
bool IsWithinDist(WorldObject const *obj, float dist2compare, bool is3D=true, bool incOwnRadius=true, bool incTargetRadius=true) const
Definition Object.cpp:1372
bool MeetQuestCondition(Player *player)
Definition chapter2.cpp:420
ObjectGuid PlayerGUID
Definition chapter2.cpp:408

References Object::GetGUID(), INTERACTION_DISTANCE, Object::IsPlayer(), WorldObject::IsWithinDist(), ScriptedAI::me, MeetQuestCondition(), PlayerGUID, and Object::ToPlayer().

◆ Reset()

void npc_a_special_surprise::npc_a_special_surpriseAI::Reset ( )
inlineoverridevirtual

Reimplemented from UnitAI.

411 {
415
417 me->SetImmuneToPC(true);
418 }
@ REACT_PASSIVE
Definition Unit.h:566
void SetReactState(ReactStates state)
A creature can have 3 ReactStates : Agressive, Passive, Neutral.
Definition Creature.h:100
void Clear()
Definition ObjectGuid.h:138
void SetImmuneToPC(bool apply, bool keepCombat=false)
Definition Unit.cpp:10623
uint32 ExecuteSpeech_Timer
Definition chapter2.cpp:406
uint32 ExecuteSpeech_Counter
Definition chapter2.cpp:407

References ObjectGuid::Clear(), ExecuteSpeech_Counter, ExecuteSpeech_Timer, ScriptedAI::me, PlayerGUID, REACT_PASSIVE, Unit::SetImmuneToPC(), and Creature::SetReactState().

Referenced by UpdateAI().

◆ UpdateAI()

void npc_a_special_surprise::npc_a_special_surpriseAI::UpdateAI ( uint32  )
inlineoverridevirtual

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

Implements UnitAI.

480 {
481 if (PlayerGUID && !me->GetVictim() && me->IsAlive())
482 {
483 if (ExecuteSpeech_Timer <= diff)
484 {
486
487 if (!player)
488 {
489 Reset();
490 return;
491 }
492
493 switch (ExecuteSpeech_Counter)
494 {
495 case 0:
496 Talk(SAY_EXEC_START, player);
497 break;
498 case 1:
500 break;
501 case 2:
502 Talk(SAY_EXEC_PROG, player);
503 break;
504 case 3:
505 Talk(SAY_EXEC_NAME, player);
506 break;
507 case 4:
508 Talk(SAY_EXEC_RECOG, player);
509 break;
510 case 5:
511 Talk(SAY_EXEC_NOREM, player);
512 break;
513 case 6:
514 Talk(SAY_EXEC_THINK, player);
515 break;
516 case 7:
517 Talk(SAY_EXEC_LISTEN, player);
518 break;
519 case 8:
520 if (Creature* Plaguefist = GetClosestCreatureWithEntry(me, NPC_PLAGUEFIST, 85.0f))
521 {
522 Plaguefist->AI()->Talk(SAY_PLAGUEFIST, player);
523 }
524 break;
525 case 9:
526 Talk(SAY_EXEC_TIME, player);
529 me->SetImmuneToPC(false);
530 break;
531 case 10:
532 Talk(SAY_EXEC_WAITING, player);
533 break;
534 case 11:
537 me->SetHealth(0);
538 return;
539 }
540
541 if (ExecuteSpeech_Counter >= 9)
542 ExecuteSpeech_Timer = 15000;
543 else
544 ExecuteSpeech_Timer = 7000;
545
547 }
548 else
549 ExecuteSpeech_Timer -= diff;
550 }
551 }
Creature * GetClosestCreatureWithEntry(WorldObject *source, uint32 entry, float maxSearchRange, bool alive)
Definition ScriptedCreature.cpp:933
@ UNIT_STAND_STATE_KNEEL
Definition UnitDefines.h:43
@ UNIT_STAND_STATE_STAND
Definition UnitDefines.h:35
@ EMOTE_DIES
Definition chapter2.cpp:386
@ SAY_EXEC_PROG
Definition chapter2.cpp:378
@ SAY_EXEC_NAME
Definition chapter2.cpp:379
@ SAY_EXEC_TIME
Definition chapter2.cpp:384
@ NPC_PLAGUEFIST
Definition chapter2.cpp:389
@ SAY_EXEC_THINK
Definition chapter2.cpp:382
@ SAY_EXEC_NOREM
Definition chapter2.cpp:381
@ SAY_PLAGUEFIST
Definition chapter2.cpp:388
@ SAY_EXEC_WAITING
Definition chapter2.cpp:385
@ SAY_EXEC_LISTEN
Definition chapter2.cpp:383
@ SAY_EXEC_START
Definition chapter2.cpp:377
@ SAY_EXEC_RECOG
Definition chapter2.cpp:380
Definition Creature.h:47
void setDeathState(DeathState s, bool despawn=false) override
A creature can be in 4 different states: Alive, JustDied, Corpse, and JustRespawned....
Definition Creature.cpp:1946
Definition Player.h:1084
bool IsAlive() const
Definition Unit.h:1794
void SetHealth(uint32 val)
Definition Unit.cpp:12341
Unit * GetVictim() const
Definition Unit.h:903
void SetStandState(uint8 state)
Definition Unit.cpp:13115
Talk
Definition hyjal.cpp:82
Player * GetPlayer(Map const *, ObjectGuid const &guid)
Definition ObjectAccessor.cpp:220
void Reset() override
Definition chapter2.cpp:410

References EMOTE_DIES, ExecuteSpeech_Counter, ExecuteSpeech_Timer, GetClosestCreatureWithEntry(), ObjectAccessor::GetPlayer(), Unit::GetVictim(), Unit::IsAlive(), JustDied, ScriptedAI::me, NPC_PLAGUEFIST, PlayerGUID, REACT_PASSIVE, Reset(), SAY_EXEC_LISTEN, SAY_EXEC_NAME, SAY_EXEC_NOREM, SAY_EXEC_PROG, SAY_EXEC_RECOG, SAY_EXEC_START, SAY_EXEC_THINK, SAY_EXEC_TIME, SAY_EXEC_WAITING, SAY_PLAGUEFIST, Creature::setDeathState(), Unit::SetHealth(), Unit::SetImmuneToPC(), Creature::SetReactState(), Unit::SetStandState(), UNIT_STAND_STATE_KNEEL, and UNIT_STAND_STATE_STAND.

Member Data Documentation

◆ ExecuteSpeech_Counter

uint32 npc_a_special_surprise::npc_a_special_surpriseAI::ExecuteSpeech_Counter

Referenced by Reset(), and UpdateAI().

◆ ExecuteSpeech_Timer

uint32 npc_a_special_surprise::npc_a_special_surpriseAI::ExecuteSpeech_Timer

Referenced by Reset(), and UpdateAI().

◆ PlayerGUID

ObjectGuid npc_a_special_surprise::npc_a_special_surpriseAI::PlayerGUID

Referenced by MoveInLineOfSight(), Reset(), and UpdateAI().


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