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

Public Member Functions

 npc_saurfang_eventAI (Creature *creature)
 
void Reset () override
 
void SetData (uint32 type, uint32 data) override
 
void SpellHit (Unit *, SpellInfo const *spell) override
 
void MovementInform (uint32 type, uint32 id) override
 
void DoAction (int32 action) 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 (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
 
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 uint32 GetData (uint32) const
 
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
 

Private Attributes

EventMap _events
 
uint32 _index
 

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 ()
 
- Public Attributes inherited from ScriptedAI
Creature * me
 
- 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)
 
virtual void MoveInLineOfSight (Unit *)
 
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_saurfang_eventAI()

npc_saurfang_event::npc_saurfang_eventAI::npc_saurfang_eventAI ( Creature *  creature)
inline
1548 : ScriptedAI(creature)
1549 {
1550 _index = 0;
1552 }
@ REACT_PASSIVE
Definition Unit.h:567
void SetReactState(ReactStates state)
A creature can have 3 ReactStates : Agressive, Passive, Neutral.
Definition Creature.h:100
Definition ScriptedCreature.h:191
Creature * me
Definition ScriptedCreature.h:281
uint32 _index
Definition boss_deathbringer_saurfang.cpp:1684

References _index, ScriptedAI::me, REACT_PASSIVE, and Creature::SetReactState().

Member Function Documentation

◆ DoAction()

void npc_saurfang_event::npc_saurfang_eventAI::DoAction ( int32  action)
inlineoverridevirtual

Reimplemented from UnitAI.

1608 {
1609 switch (action)
1610 {
1611 case ACTION_CHARGE:
1612 if (!_index)
1613 break;
1614 // Drop the guard stance, otherwise the looping emote overrides the run animation.
1616 me->SetWalk(false);
1617 me->GetMotionMaster()->MoveCharge(chargePos[_index].GetPositionX(), chargePos[_index].GetPositionY(), chargePos[_index].GetPositionZ(), 13.0f, POINT_CHARGE);
1618 break;
1622 break;
1625 me->SetDisableGravity(false);
1628 break;
1629 case ACTION_OUTRO_KNEEL:
1630 // Kneeling is a stand state; the combat-ready emote would override it.
1633 break;
1634 case ACTION_OUTRO_STAND:
1636 break;
1638 if (!_index)
1639 break;
1640 me->SetWalk(false);
1642 break;
1644 if (!_index)
1645 break;
1646 // The ready stance comes back on arrival, or it would override the run animation.
1648 me->SetWalk(false);
1650 break;
1653 {
1656 me->SetWalk(false);
1657 float x, y, z, o;
1658 me->GetHomePosition(x, y, z, o);
1660 // The Horde guards never reach the transporter: a few strides and they are gone.
1661 if (action == ACTION_OUTRO_RETREAT)
1663 }
1664 break;
1665 default:
1666 break;
1667 }
1668 }
@ FORCED_MOVEMENT_NONE
Definition MotionMaster.h:86
@ EMOTE_STATE_READY1H
Definition SharedDefines.h:1970
@ EMOTE_ONESHOT_NONE
Definition SharedDefines.h:1898
@ UNIT_STAND_STATE_KNEEL
Definition UnitDefines.h:43
@ UNIT_STAND_STATE_STAND
Definition UnitDefines.h:35
@ SHEATH_STATE_MELEE
Definition UnitDefines.h:130
@ ACTION_OUTRO_DESCEND
Definition boss_deathbringer_saurfang.cpp:233
@ ACTION_CHARGE
Definition boss_deathbringer_saurfang.cpp:226
@ ACTION_OUTRO_STEP_ASIDE
Definition boss_deathbringer_saurfang.cpp:239
@ ACTION_OUTRO_STAND
Definition boss_deathbringer_saurfang.cpp:238
@ ACTION_OUTRO_KNEEL
Definition boss_deathbringer_saurfang.cpp:234
@ ACTION_OUTRO_FALL_IN
Definition boss_deathbringer_saurfang.cpp:236
@ ACTION_OUTRO_STAND_DOWN
Definition boss_deathbringer_saurfang.cpp:237
@ ACTION_OUTRO_RETREAT
Definition boss_deathbringer_saurfang.cpp:235
@ ACTION_READY_WEAPONS
Definition boss_deathbringer_saurfang.cpp:232
Position const chargePos[6]
Definition boss_deathbringer_saurfang.cpp:270
@ SPELL_GRIP_OF_AGONY
Definition boss_deathbringer_saurfang.cpp:91
@ POINT_A_FORMATION
Definition boss_deathbringer_saurfang.cpp:258
@ POINT_RETREAT
Definition boss_deathbringer_saurfang.cpp:254
@ POINT_CHARGE
Definition boss_deathbringer_saurfang.cpp:249
@ POINT_A_STAND_DOWN
Definition boss_deathbringer_saurfang.cpp:260
@ POINT_A_ASIDE
Definition boss_deathbringer_saurfang.cpp:259
@ EVENT_OUTRO_GUARD_VANISH
Definition boss_deathbringer_saurfang.cpp:204
Position const allianceAsidePos[6]
Definition boss_deathbringer_saurfang.cpp:309
Position const allianceFormationPos[6]
Definition boss_deathbringer_saurfang.cpp:300
void GetHomePosition(float &x, float &y, float &z, float &ori) const
Definition Creature.h:349
bool SetWalk(bool enable) override
Enable or disable the creature's walk mode by removing: MOVEMENTFLAG_WALKING. Infom also the client.
Definition Creature.cpp:3393
void ScheduleEvent(EventId eventId, Milliseconds time, GroupIndex group=0u, PhaseIndex phase=0u)
Definition EventMap.cpp:48
void MoveCharge(float x, float y, float z, float speed=SPEED_CHARGE, uint32 id=EVENT_CHARGE, Movement::PointsArray const *path=nullptr, bool generatePath=false, float orientation=0.0f, ObjectGuid targetGUID=ObjectGuid::Empty)
The unit will charge the target. Doesn't work with UNIT_FLAG_DISABLE_MOVE.
Definition MotionMaster.cpp:822
void MovePoint(uint32 id, Position const &pos, ForcedMovement forcedMovement=FORCED_MOVEMENT_NONE, float speed=0.f, bool generatePath=true, bool forceDestination=true, std::optional< AnimTier > animTier=std::nullopt)
Definition MotionMaster.h:241
MotionMaster * GetMotionMaster()
Definition Unit.h:1761
virtual void SetSheath(SheathState sheathed)
Definition Unit.h:1780
void SetEmoteState(Emote emoteState)
Definition Unit.h:759
void RemoveAurasDueToSpell(uint32 spellId, ObjectGuid casterGUID=ObjectGuid::Empty, uint8 reqEffMask=0, AuraRemoveMode removeMode=AURA_REMOVE_BY_DEFAULT)
Definition Unit.cpp:4936
void SetDisableGravity(bool disable)
Definition Unit.cpp:16119
void SetStandState(uint8 state)
Definition Unit.cpp:12731
float GetPositionX() const
Definition Position.h:121
float GetPositionY() const
Definition Position.h:122
EventMap _events
Definition boss_deathbringer_saurfang.cpp:1683

References _events, _index, ACTION_CHARGE, ACTION_OUTRO_DESCEND, ACTION_OUTRO_FALL_IN, ACTION_OUTRO_KNEEL, ACTION_OUTRO_RETREAT, ACTION_OUTRO_STAND, ACTION_OUTRO_STAND_DOWN, ACTION_OUTRO_STEP_ASIDE, ACTION_READY_WEAPONS, allianceAsidePos, allianceFormationPos, chargePos, EMOTE_ONESHOT_NONE, EMOTE_STATE_READY1H, EVENT_OUTRO_GUARD_VANISH, FORCED_MOVEMENT_NONE, Creature::GetHomePosition(), Unit::GetMotionMaster(), Position::GetPositionX(), Position::GetPositionY(), ScriptedAI::me, MotionMaster::MoveCharge(), MotionMaster::MovePoint(), POINT_A_ASIDE, POINT_A_FORMATION, POINT_A_STAND_DOWN, POINT_CHARGE, POINT_RETREAT, Unit::RemoveAurasDueToSpell(), EventMap::ScheduleEvent(), Unit::SetDisableGravity(), Unit::SetEmoteState(), Unit::SetSheath(), Unit::SetStandState(), Creature::SetWalk(), SHEATH_STATE_MELEE, SPELL_GRIP_OF_AGONY, UNIT_STAND_STATE_KNEEL, and UNIT_STAND_STATE_STAND.

◆ MovementInform()

void npc_saurfang_event::npc_saurfang_eventAI::MovementInform ( uint32  type,
uint32  id 
)
inlineoverridevirtual

Reimplemented from CreatureAI.

1579 {
1580 if (type != POINT_MOTION_TYPE)
1581 return;
1582
1583 switch (id)
1584 {
1585 case POINT_A_FORMATION:
1586 me->SetFacingTo(allianceFormationPos[_index].GetOrientation());
1589 break;
1590 case POINT_A_ASIDE:
1591 me->SetFacingTo(allianceAsidePos[_index].GetOrientation());
1593 break;
1594 case POINT_A_STAND_DOWN:
1595 {
1596 float x, y, z, o;
1597 me->GetHomePosition(x, y, z, o);
1598 me->SetFacingTo(o);
1600 }
1601 break;
1602 default:
1603 break;
1604 }
1605 }
@ POINT_MOTION_TYPE
Definition MotionMaster.h:48
@ SHEATH_STATE_UNARMED
Definition UnitDefines.h:129
void SetFacingTo(float ori)
Definition Unit.cpp:16068

References _index, allianceAsidePos, allianceFormationPos, EMOTE_STATE_READY1H, Creature::GetHomePosition(), ScriptedAI::me, POINT_A_ASIDE, POINT_A_FORMATION, POINT_A_STAND_DOWN, POINT_MOTION_TYPE, Unit::SetEmoteState(), Unit::SetFacingTo(), Unit::SetSheath(), SHEATH_STATE_MELEE, and SHEATH_STATE_UNARMED.

◆ Reset()

void npc_saurfang_event::npc_saurfang_eventAI::Reset ( )
inlineoverridevirtual

◆ SetData()

void npc_saurfang_event::npc_saurfang_eventAI::SetData ( uint32  type,
uint32  data 
)
inlineoverridevirtual

Reimplemented from UnitAI.

1564 {
1565 ASSERT(!type && data && data < 6);
1566 _index = data;
1567 }
#define ASSERT
Definition Errors.h:68

References _index, and ASSERT.

◆ SpellHit()

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

Reimplemented from CreatureAI.

1570 {
1571 if (spell->Id == SPELL_GRIP_OF_AGONY)
1572 {
1573 me->SetDisableGravity(true);
1575 }
1576 }
@ POINT_CHOKE
Definition boss_deathbringer_saurfang.cpp:250
Position const chokePos[6]
Definition boss_deathbringer_saurfang.cpp:281

References _index, chokePos, Unit::GetMotionMaster(), SpellInfo::Id, ScriptedAI::me, MotionMaster::MovePoint(), POINT_CHOKE, Unit::SetDisableGravity(), and SPELL_GRIP_OF_AGONY.

◆ UpdateAI()

void npc_saurfang_event::npc_saurfang_eventAI::UpdateAI ( uint32  )
inlineoverridevirtual

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

Implements UnitAI.

1671 {
1672 _events.Update(diff);
1674 {
1675 me->GetMotionMaster()->Clear();
1676 me->StopMoving();
1678 me->SetVisible(false);
1679 }
1680 }
void Update(uint32 time)
Definition EventMap.h:67
EventId ExecuteEvent()
Definition EventMap.cpp:86
void Clear(bool reset=true)
Definition MotionMaster.h:194
void SetVisible(bool x)
Definition Unit.cpp:10854
void StopMoving()
Definition Unit.cpp:12639

References _events, MotionMaster::Clear(), EVENT_OUTRO_GUARD_VANISH, EventMap::ExecuteEvent(), Unit::GetMotionMaster(), ScriptedAI::me, Unit::SetSheath(), Unit::SetVisible(), SHEATH_STATE_UNARMED, Unit::StopMoving(), and EventMap::Update().

Member Data Documentation

◆ _events

EventMap npc_saurfang_event::npc_saurfang_eventAI::_events
private

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

◆ _index

uint32 npc_saurfang_event::npc_saurfang_eventAI::_index
private

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