◆ FlameLeviathanPursuedTargetSelector()
FlameLeviathanPursuedTargetSelector::FlameLeviathanPursuedTargetSelector |
( |
| ) |
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inlineexplicit |
◆ operator()()
bool FlameLeviathanPursuedTargetSelector::operator() |
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WorldObject * |
target | ) |
const |
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inline |
No players, only vehicles (todo: check if blizzlike)
NPC entries must match
NPC must be a valid vehicle installation
Entity needs to be in appropriate area
Vehicle must be in use by player
1583 {
1586 if (!creatureTarget)
1587 return true;
1588
1591 return true;
1592
1595 if (!vehicle)
1596 return true;
1597
1600 return true;
1601
1603 bool playerFound = false;
1604 for (SeatMap::const_iterator itr = vehicle->
Seats.begin(); itr != vehicle->
Seats.end() && !playerFound; ++itr)
1605 if (itr->second.Passenger.Guid.IsPlayer())
1606 playerFound = true;
1607
1608 return !playerFound;
1609 }
@ AREA_FORMATION_GROUNDS
Definition AreaDefines.h:161
uint32 GetEntry() const
Definition Object.h:116
Creature * ToCreature()
Definition Object.h:206
Vehicle * GetVehicleKit() const
Definition Unit.h:1829
SeatMap Seats
Definition Vehicle.h:56
uint32 GetAreaId() const
Definition Object.cpp:3156
@ NPC_SALVAGED_SIEGE_ENGINE
Definition ulduar.h:152
@ NPC_SALVAGED_DEMOLISHER
Definition ulduar.h:155
References AREA_FORMATION_GROUNDS, WorldObject::GetAreaId(), Object::GetEntry(), Unit::GetVehicleKit(), NPC_SALVAGED_DEMOLISHER, NPC_SALVAGED_SIEGE_ENGINE, Vehicle::Seats, and Object::ToCreature().
The documentation for this class was generated from the following file: