◆ FlameLeviathanPursuedTargetSelector()
| FlameLeviathanPursuedTargetSelector::FlameLeviathanPursuedTargetSelector |
( |
| ) |
|
|
inlineexplicit |
◆ operator()()
| bool FlameLeviathanPursuedTargetSelector::operator() |
( |
WorldObject * |
target | ) |
const |
|
inline |
No players, only vehicles. Pursue is never cast on players.
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
1491 {
1494 if (!creatureTarget)
1495 return true;
1496
1499 return true;
1500
1503 if (!vehicle)
1504 return true;
1505
1508 return true;
1509
1511 bool playerFound = false;
1512 for (SeatMap::const_iterator itr = vehicle->
Seats.begin(); itr != vehicle->
Seats.end() && !playerFound; ++itr)
1513 if (itr->second.Passenger.Guid.IsPlayer())
1514 playerFound = true;
1515
1516 return !playerFound;
1517 }
@ AREA_FORMATION_GROUNDS
Definition AreaDefines.h:164
uint32 GetEntry() const
Definition Object.h:123
Creature * ToCreature()
Definition Object.h:212
Vehicle * GetVehicleKit() const
Definition Unit.h:1947
SeatMap Seats
Definition Vehicle.h:60
uint32 GetAreaId() const
Definition Object.cpp:3186
@ NPC_SALVAGED_SIEGE_ENGINE
Definition ulduar.h:224
@ NPC_SALVAGED_DEMOLISHER
Definition ulduar.h:227
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: