AzerothCore 3.3.5a
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AggressorAI Member List

This is the complete list of members for AggressorAI, including all inherited members.

_boundaryCreatureAIprotected
_EnterEvadeMode(EvadeReason why=EVADE_REASON_OTHER)CreatureAIprotected
_negateBoundaryCreatureAIprotected
AggressorAI(Creature *c)AggressorAIinlineexplicit
AISpellInfoUnitAIstatic
AttackedBy(Unit *)CreatureAIinlinevirtual
AttackStart(Unit *)UnitAIvirtual
AttackStartCaster(Unit *victim, float dist)UnitAI
BeforeSpellClick(Unit *)CreatureAIinlinevirtual
CalculateThreat(Unit *, float &, SpellInfo const *)CreatureAIinlinevirtual
CanAIAttack(Unit const *) constUnitAIinlinevirtual
CanAlwaysBeDetectable(WorldObject const *)CreatureAIinlinevirtual
CanBeSeen(Player const *)CreatureAIinlinevirtual
CanRespawn()CreatureAIinlinevirtual
CanSeeAlways(WorldObject const *)CreatureAIinlinevirtual
CheckInRoom()CreatureAIvirtual
CorpseRemoved(uint32 &)CreatureAIinlinevirtual
CreatureAI(Creature *creature)CreatureAIinlineexplicit
DamageDealt(Unit *, uint32 &, DamageEffectType, SpellSchoolMask)UnitAIinlinevirtual
DamageTaken(Unit *, uint32 &, DamageEffectType, SpellSchoolMask)UnitAIinlinevirtual
DoAction(int32)UnitAIinlinevirtual
DoAddAuraToAllHostilePlayers(uint32 spellid)UnitAI
DoCast(uint32 spellId)UnitAI
DoCast(Unit *victim, uint32 spellId, bool triggered=false)UnitAI
DoCastAOE(uint32 spellId, bool triggered=false)UnitAI
DoCastMaxThreat(uint32 spellId, uint32 threatTablePosition=0, float dist=0.0f, bool playerOnly=true, bool triggered=false)UnitAI
DoCastRandomTarget(uint32 spellId, uint32 threatTablePosition=0, float dist=0.0f, bool playerOnly=true, bool triggered=false, bool withTank=true)UnitAI
DoCastSelf(uint32 spellId, bool triggered=false)UnitAIinline
DoCastToAllHostilePlayers(uint32 spellid, bool triggered=false)UnitAI
DoCastVictim(uint32 spellId, bool triggered=false)UnitAI
DoGetSpellMaxRange(uint32 spellId, bool positive=false)UnitAI
DoMeleeAttackIfReady()UnitAI
DoSpellAttackIfReady(uint32 spell)UnitAI
DoSpellAttackToRandomTargetIfReady(uint32 spell, uint32 threatTablePosition=0, float dist=0.f, bool playerOnly=true)UnitAI
DoSummon(uint32 entry, Position const &pos, uint32 despawnTime=30000, TempSummonType summonType=TEMPSUMMON_CORPSE_TIMED_DESPAWN)CreatureAIprotected
DoSummon(uint32 entry, WorldObject *obj, float radius=5.0f, uint32 despawnTime=30000, TempSummonType summonType=TEMPSUMMON_CORPSE_TIMED_DESPAWN)CreatureAIprotected
DoSummonFlyer(uint32 entry, WorldObject *obj, float flightZ, float radius=5.0f, uint32 despawnTime=30000, TempSummonType summonType=TEMPSUMMON_CORPSE_TIMED_DESPAWN)CreatureAIprotected
DoZoneInCombat(Creature *creature=nullptr, float maxRangeToNearestTarget=250.0f)CreatureAI
EnterEvadeMode(EvadeReason why=EVADE_REASON_OTHER)CreatureAIvirtual
EVADE_REASON_BOUNDARY enum valueCreatureAI
EVADE_REASON_NO_HOSTILES enum valueCreatureAI
EVADE_REASON_NO_PATH enum valueCreatureAI
EVADE_REASON_OTHER enum valueCreatureAI
EVADE_REASON_SEQUENCE_BREAK enum valueCreatureAI
EvadeReason enum nameCreatureAI
eventsCreatureAIprotected
FillAISpellInfo()UnitAIstatic
GetBoundary() constCreatureAIinline
GetData(uint32) constUnitAIinlinevirtual
GetDebugInfo() constUnitAIvirtual
GetGUID(int32=0) constUnitAIinlinevirtual
GetSummoner() constCreatureAI
GetThreatMgr()UnitAIprivate
HealDone(Unit *, uint32 &)UnitAIinlinevirtual
HealReceived(Unit *, uint32 &)UnitAIinlinevirtual
InitializeAI()UnitAIinlinevirtual
IsEscorted()CreatureAIinlinevirtual
IsInBoundary(Position const *who=nullptr) constCreatureAI
IsInBounds(CreatureBoundary const &boundary, Position const *who)CreatureAIstatic
IsSummonedBy(WorldObject *)CreatureAIinlinevirtual
JustDied(Unit *)CreatureAIinlinevirtual
JustEngagedWith(Unit *)CreatureAIinlinevirtual
JustEnteredCombat(Unit *)UnitAIinlinevirtual
JustExitedCombat()UnitAIinlinevirtual
JustReachedHome()CreatureAIinlinevirtual
JustRespawned()CreatureAIinlinevirtual
JustSummoned(Creature *)CreatureAIinlinevirtual
KilledUnit(Unit *)CreatureAIinlinevirtual
m_MoveInLineOfSight_lockedCreatureAIprivate
meCreatureAIprotected
MoveBackwardsChecks()CreatureAI
MoveCircleChecks()CreatureAI
MoveInLineOfSight(Unit *)CreatureAIprotectedvirtual
MoveInLineOfSight_Safe(Unit *who)CreatureAI
MovementInform(uint32, uint32)CreatureAIinlinevirtual
OnAuraRemove(AuraApplication *, AuraRemoveMode)CreatureAIinlinevirtual
OnCalculateMeleeDamageReceived(uint32 &, Unit *)UnitAIinlinevirtual
OnCalculatePeriodicTickReceived(uint32 &, Unit *)UnitAIinlinevirtual
OnCalculateSpellDamageReceived(int32 &, Unit *)UnitAIinlinevirtual
OnCharmed(bool apply) overrideCreatureAIvirtual
OnPowerUpdate(Powers, int32, int32, uint32)UnitAIinlinevirtual
OnSpellClick(Unit *, bool &)CreatureAIinlinevirtual
OnTeleportUnreacheablePlayer(Player *)CreatureAIinlinevirtual
OwnerAttacked(Unit *)CreatureAIinlinevirtual
OwnerAttackedBy(Unit *)CreatureAIinlinevirtual
PassengerBoarded(Unit *, int8, bool)CreatureAIinlinevirtual
PathEndReached(uint32)CreatureAIinlinevirtual
Permissible(Creature const *creature)AggressorAIstatic
PetStopAttack()CreatureAIinlinevirtual
ReceiveEmote(Player *, uint32)CreatureAIinlinevirtual
Reset()UnitAIinlinevirtual
schedulerCreatureAIprotected
SelectTarget(SelectTargetMethod targetType, uint32 position=0, float dist=0.0f, bool playerOnly=false, bool withTank=true, int32 aura=0)UnitAI
SelectTarget(SelectTargetMethod targetType, uint32 position, PREDICATE const &predicate)UnitAIinline
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)UnitAI
SelectTargetList(std::list< Unit * > &targetList, uint32 num, SelectTargetMethod targetType, uint32 position, PREDICATE const &predicate)UnitAIinline
SetBoundary(CreatureBoundary const *boundary, bool negativeBoundaries=false)CreatureAI
SetData(uint32, uint32)UnitAIinlinevirtual
SetGazeOn(Unit *target)CreatureAIprotected
SetGUID(ObjectGuid, int32=0)UnitAIinlinevirtual
sGossipHello(Player *)UnitAIinlinevirtual
sGossipSelect(Player *, uint32, uint32)UnitAIinlinevirtual
sGossipSelectCode(Player *, uint32, uint32, char const *)UnitAIinlinevirtual
sOnGameEvent(bool, uint16)UnitAIinlinevirtual
SortByDistance(std::list< Unit * > &list, bool ascending=true)UnitAIprivate
SpellHit(Unit *, SpellInfo const *)CreatureAIinlinevirtual
SpellHitTarget(Unit *, SpellInfo const *)CreatureAIinlinevirtual
sQuestAccept(Player *, Quest const *)UnitAIinlinevirtual
sQuestComplete(Player *, Quest const *)UnitAIinlinevirtual
sQuestReward(Player *, Quest const *, uint32)UnitAIinlinevirtual
sQuestSelect(Player *, Quest const *)UnitAIinlinevirtual
SummonedCreatureDespawn(Creature *)CreatureAIinlinevirtual
SummonedCreatureDespawnAll()CreatureAIinlinevirtual
SummonedCreatureDies(Creature *, Unit *)CreatureAIinlinevirtual
SummonedCreatureEvade(Creature *)CreatureAIinlinevirtual
SummonMovementInform(Creature *, uint32, uint32)UnitAIinlinevirtual
Talk(uint8 id, WorldObject const *whisperTarget=nullptr, Milliseconds delay=0s)CreatureAI
Talk(uint8 id, Milliseconds delay)CreatureAIinline
TriggerAlert(Unit const *who) constCreatureAI
UnitAI(Unit *unit)UnitAIinlineexplicit
UpdateAI(uint32) overrideAggressorAIvirtual
UpdateVictim()CreatureAIprotected
UpdateVictimWithGaze()CreatureAIprotected
~CreatureAI() overrideCreatureAIinline
~UnitAI()UnitAIinlinevirtual