AzerothCore 3.3.5a
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npc_muradin_bronzebeard_igb::npc_muradin_bronzebeard_igbAI Struct Reference
Inheritance diagram for npc_muradin_bronzebeard_igb::npc_muradin_bronzebeard_igbAI:
ScriptedAI CreatureAI UnitAI

Public Member Functions

 npc_muradin_bronzebeard_igbAI (Creature *creature)
 
void sGossipSelect (Player *, uint32, uint32) override
 
void JustEngagedWith (Unit *) override
 Called for reaction when initially engaged.
 
void EnterEvadeMode (EvadeReason) override
 
void DoAction (int32 action) override
 
void SetData (uint32 type, uint32 data) override
 
void DamageTaken (Unit *, uint32 &damage, 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 AttackStart (Unit *victim) override
 
bool CanAIAttack (Unit const *target) const override
 
- 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.
 
void AttackStart (Unit *) override
 
void DoStartMovement (Unit *target, float distance=0.0f, float angle=0.0f)
 
void DoStartNoMovement (Unit *target)
 
void DoStopAttack ()
 
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
 
void MoveCircleChecks ()
 
void MoveBackwardsChecks ()
 
void MoveInLineOfSight_Safe (Unit *who)
 == Reactions At =================================
 
void TriggerAlert (Unit const *who) const
 
virtual bool CanRespawn ()
 
virtual void IsSummonedBy (WorldObject *)
 
virtual void SummonedCreatureDies (Creature *, Unit *)
 
virtual void SummonedCreatureDespawnAll ()
 
virtual void SummonedCreatureEvade (Creature *)
 
virtual void OnSpellCastFinished (SpellInfo const *, SpellFinishReason)
 
virtual void AttackedBy (Unit *)
 
virtual bool IsEscorted ()
 
virtual void JustRespawned ()
 
virtual void PathEndReached (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 *)
 
virtual void OwnerAttacked (Unit *)
 
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 void InitializeAI ()
 
virtual uint32 GetData (uint32) const
 
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 JustEnteredCombat (Unit *)
 Called when the unit enters combat.
 
virtual void JustExitedCombat ()
 Called when the unit leaves combat.
 
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 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
 
PassengerController _controller
 
InstanceScript_instance
 
time_t _firstMageCooldown
 
time_t _riflemanYellCooldown
 
time_t _mortarYellCooldown
 
uint16 checkTimer
 

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
Creatureme
 
- 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)
 
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
 
- Protected Attributes inherited from UnitAI
Unit *const me
 

Detailed Description

Constructor & Destructor Documentation

◆ npc_muradin_bronzebeard_igbAI()

npc_muradin_bronzebeard_igb::npc_muradin_bronzebeard_igbAI::npc_muradin_bronzebeard_igbAI ( Creature creature)
inline
1113 : ScriptedAI(creature), _instance(creature->GetInstanceScript())
1114 {
1115 _events.Reset();
1117 me->SetRegeneratingHealth(false);
1118 me->m_CombatDistance = 70.0f;
1120 _riflemanYellCooldown = time_t(0);
1121 _mortarYellCooldown = time_t(0);
1122 checkTimer = 1000;
1123 }
@ TEAM_ALLIANCE
Definition SharedDefines.h:771
float m_CombatDistance
Definition Creature.h:376
void SetRegeneratingHealth(bool enable)
Definition Creature.h:321
void Reset()
Definition EventMap.cpp:21
MotionTransport * ToMotionTransport()
Definition GameObject.h:326
void ResetSlots(TeamId teamId, MotionTransport *t)
Definition boss_icecrown_gunship_battle.cpp:415
InstanceScript * GetInstanceScript() const
Definition Object.cpp:1221
Transport * GetTransport() const
Definition Object.h:683
Seconds GetGameTime()
Definition GameTime.cpp:38
Definition ScriptedCreature.h:190
Creature * me
Definition ScriptedCreature.h:280
uint16 checkTimer
Definition boss_icecrown_gunship_battle.cpp:1436
InstanceScript * _instance
Definition boss_icecrown_gunship_battle.cpp:1432
time_t _firstMageCooldown
Definition boss_icecrown_gunship_battle.cpp:1433
EventMap _events
Definition boss_icecrown_gunship_battle.cpp:1430
time_t _riflemanYellCooldown
Definition boss_icecrown_gunship_battle.cpp:1434
PassengerController _controller
Definition boss_icecrown_gunship_battle.cpp:1431
time_t _mortarYellCooldown
Definition boss_icecrown_gunship_battle.cpp:1435

References _controller, _events, _firstMageCooldown, _mortarYellCooldown, _riflemanYellCooldown, checkTimer, GameTime::GetGameTime(), WorldObject::GetTransport(), Creature::m_CombatDistance, ScriptedAI::me, EventMap::Reset(), PassengerController::ResetSlots(), Creature::SetRegeneratingHealth(), TEAM_ALLIANCE, and GameObject::ToMotionTransport().

Member Function Documentation

◆ AttackStart()

void npc_muradin_bronzebeard_igb::npc_muradin_bronzebeard_igbAI::AttackStart ( Unit victim)
inlineoverridevirtual

Reimplemented from UnitAI.

1406 {
1407 if (victim && me->Attack(victim, true))
1408 {
1409 if (victim->GetPositionZ() < 478.0f)
1410 me->GetMotionMaster()->MoveChase(victim);
1411 else
1412 {
1413 float x, y, z, o;
1414 me->GetHomePosition(x, y, z, o);
1415 me->GetMotionMaster()->MovePoint(0, x, y, z, FORCED_MOVEMENT_NONE, 0.f, false);
1416 }
1417 }
1418 }
@ FORCED_MOVEMENT_NONE
Definition MotionMaster.h:85
void GetHomePosition(float &x, float &y, float &z, float &ori) const
Definition Creature.h:341
void MoveChase(Unit *target, std::optional< ChaseRange > dist={}, std::optional< ChaseAngle > angle={})
Force the unit to chase this target. Doesn't work with UNIT_FLAG_DISABLE_MOVE.
Definition MotionMaster.cpp:314
void MovePoint(uint32 id, const Position &pos, ForcedMovement forcedMovement=FORCED_MOVEMENT_NONE, float speed=0.f, bool generatePath=true, bool forceDestination=true)
Definition MotionMaster.h:228
MotionMaster * GetMotionMaster()
Definition Unit.h:1713
bool Attack(Unit *victim, bool meleeAttack)
Definition Unit.cpp:10323
float GetPositionZ() const
Definition Position.h:123

References Unit::Attack(), FORCED_MOVEMENT_NONE, Creature::GetHomePosition(), Unit::GetMotionMaster(), Position::GetPositionZ(), ScriptedAI::me, MotionMaster::MoveChase(), and MotionMaster::MovePoint().

◆ CanAIAttack()

bool npc_muradin_bronzebeard_igb::npc_muradin_bronzebeard_igbAI::CanAIAttack ( Unit const *  target) const
inlineoverridevirtual

Reimplemented from UnitAI.

1421 {
1423 return false;
1424 if (target->GetEntry() == NPC_KOR_KRON_REAVER || target->GetEntry() == NPC_KOR_KRON_SERGEANT)
1425 return target->ToCreature()->GetReactState() != REACT_PASSIVE;
1426 return target->GetTransport() == me->GetTransport() && target->GetPositionY() > (_instance->GetData(DATA_TEAMID_IN_INSTANCE) == TEAM_ALLIANCE ? 2042.0f : 2445.0f);
1427 }
@ IN_PROGRESS
Definition InstanceScript.h:59
@ REACT_PASSIVE
Definition Unit.h:550
EncounterState GetBossState(uint32 id) const
Definition InstanceScript.h:242
virtual uint32 GetData(uint32) const
Definition ZoneScript.h:51
@ NPC_KOR_KRON_REAVER
Definition icecrown_citadel.h:235
@ NPC_KOR_KRON_SERGEANT
Definition icecrown_citadel.h:236
@ DATA_ICECROWN_GUNSHIP_BATTLE
Definition icecrown_citadel.h:88
float GetPositionY() const
Definition Position.h:122
@ DATA_TEAMID_IN_INSTANCE
Definition trial_of_the_champion.h:44

References _instance, DATA_ICECROWN_GUNSHIP_BATTLE, DATA_TEAMID_IN_INSTANCE, InstanceScript::GetBossState(), ZoneScript::GetData(), Object::GetEntry(), Position::GetPositionY(), Creature::GetReactState(), WorldObject::GetTransport(), IN_PROGRESS, ScriptedAI::me, NPC_KOR_KRON_REAVER, NPC_KOR_KRON_SERGEANT, REACT_PASSIVE, TEAM_ALLIANCE, and Object::ToCreature().

Referenced by UpdateAI().

◆ DamageTaken()

void npc_muradin_bronzebeard_igb::npc_muradin_bronzebeard_igbAI::DamageTaken ( Unit ,
uint32 ,
DamageEffectType  ,
SpellSchoolMask   
)
inlineoverridevirtual

Called at any Damage from any attacker (before damage apply)

Note
It use for recalculation damage or special reaction at damage for attack reaction use AttackedBy called for non DOT damage in Unit::DealDamage also

Reimplemented from UnitAI.

1235 {
1238
1239 if (damage >= me->GetHealth())
1240 damage = me->GetHealth() - 1;
1241 }
@ SPELL_TASTE_OF_BLOOD
Definition boss_icecrown_gunship_battle.cpp:157
bool HasAura(uint32 spellId, ObjectGuid casterGUID=ObjectGuid::Empty, ObjectGuid itemCasterGUID=ObjectGuid::Empty, uint8 reqEffMask=0) const
Definition Unit.cpp:5789
uint32 GetHealth() const
Definition Unit.h:1070
SpellCastResult CastSpell(SpellCastTargets const &targets, SpellInfo const *spellInfo, CustomSpellValues const *value, TriggerCastFlags triggerFlags=TRIGGERED_NONE, Item *castItem=nullptr, AuraEffect const *triggeredByAura=nullptr, ObjectGuid originalCaster=ObjectGuid::Empty)
Definition Unit.cpp:1194
bool HealthBelowPctDamaged(int32 pct, uint32 damage) const
Definition Unit.h:1079

References Unit::CastSpell(), Unit::GetHealth(), Unit::HasAura(), Unit::HealthBelowPctDamaged(), ScriptedAI::me, and SPELL_TASTE_OF_BLOOD.

◆ DoAction()

void npc_muradin_bronzebeard_igb::npc_muradin_bronzebeard_igbAI::DoAction ( int32  action)
inlineoverridevirtual

Reimplemented from UnitAI.

1161 {
1162 if (action == ACTION_ENEMY_GUNSHIP_TALK)
1163 {
1166
1168 saurfang->AI()->DoAction(ACTION_SPAWN_ALL_ADDS);
1169
1174
1175 if (Creature* orgrimsHammer = _instance->GetCreature(DATA_ORGRIMS_HAMMER))
1178 {
1180 skybreaker->CastSpell(skybreaker, SPELL_CHECK_FOR_PLAYERS, true);
1181 }
1182 }
1183 else if (action == ACTION_SPAWN_MAGE)
1184 {
1185 time_t now = GameTime::GetGameTime().count();
1186 if (_firstMageCooldown > now)
1188 else
1190 }
1191 else if (action == ACTION_SPAWN_ALL_ADDS)
1192 {
1196 if (Is25ManRaid())
1198 else
1199 {
1203 }
1204 }
1205 else if (action == ACTION_EXIT_SHIP)
1206 {
1207 G3D::Vector3 points[MuradinExitPathSize];
1208 for (uint8 i = 0; i < MuradinExitPathSize; ++i)
1209 {
1210 points[i].x = MuradinExitPath[i].GetPositionX();
1211 points[i].y = MuradinExitPath[i].GetPositionY();
1212 points[i].z = MuradinExitPath[i].GetPositionZ();
1213 }
1214 Movement::PointsArray path(points, points + MuradinExitPathSize);
1215 me->SetWalk(true);
1217 init.DisableTransportPathTransformations();
1218 init.MovebyPath(path, 0);
1219 init.Launch();
1220 me->DespawnOrUnsummon(18s);
1221 }
1222 }
@ AREA_ICECROWN_CITADEL
Definition AreaDefines.h:173
std::uint8_t uint8
Definition Define.h:109
std::chrono::seconds Seconds
Seconds shorthand typedef.
Definition Duration.h:30
@ ENCOUNTER_FRAME_ENGAGE
Definition InstanceScript.h:46
@ MUSIC_ENCOUNTER
Definition boss_icecrown_gunship_battle.cpp:192
@ ACTION_SPAWN_MAGE
Definition boss_icecrown_gunship_battle.cpp:197
@ ACTION_SPAWN_ALL_ADDS
Definition boss_icecrown_gunship_battle.cpp:198
@ SPELL_CHECK_FOR_PLAYERS
Definition boss_icecrown_gunship_battle.cpp:114
Position const MuradinExitPath[MuradinExitPathSize]
Definition boss_icecrown_gunship_battle.cpp:219
@ SAY_MURADIN_INTRO_6
Definition boss_icecrown_gunship_battle.cpp:59
uint32 const MuradinExitPathSize
Definition boss_icecrown_gunship_battle.cpp:218
@ EVENT_CHECK_MORTAR
Definition boss_icecrown_gunship_battle.cpp:102
@ EVENT_SUMMON_MAGE
Definition boss_icecrown_gunship_battle.cpp:98
@ EVENT_INTRO_A_6
Definition boss_icecrown_gunship_battle.cpp:94
@ EVENT_KEEP_PLAYER_IN_COMBAT
Definition boss_icecrown_gunship_battle.cpp:97
@ EVENT_INTRO_A_7
Definition boss_icecrown_gunship_battle.cpp:95
@ EVENT_CHECK_RIFLEMAN
Definition boss_icecrown_gunship_battle.cpp:101
@ EVENT_ADDS
Definition boss_icecrown_gunship_battle.cpp:99
@ SLOT_MORTAR_4
Definition boss_icecrown_gunship_battle.cpp:278
@ SLOT_MAGE_2
Definition boss_icecrown_gunship_battle.cpp:258
@ SLOT_MORTAR_1
Definition boss_icecrown_gunship_battle.cpp:273
@ SLOT_MAGE_1
Definition boss_icecrown_gunship_battle.cpp:257
@ SLOT_RIFLEMAN_4
Definition boss_icecrown_gunship_battle.cpp:264
@ SLOT_RIFLEMAN_1
Definition boss_icecrown_gunship_battle.cpp:261
@ SLOT_MORTAR_2
Definition boss_icecrown_gunship_battle.cpp:274
Definition Creature.h:47
void DespawnOrUnsummon(Milliseconds msTimeToDespawn=0ms, Seconds forcedRespawnTimer=0s)
Definition Creature.cpp:2182
bool SetWalk(bool enable) override
Enable or disable the creature's walk mode by removing: MOVEMENTFLAG_WALKING. Infom also the client.
Definition Creature.cpp:3222
void ScheduleEvent(EventId eventId, Milliseconds time, GroupIndex group=0u, PhaseIndex phase=0u)
Definition EventMap.cpp:48
virtual bool SetBossState(uint32 id, EncounterState state)
Definition InstanceScript.cpp:385
Creature * GetCreature(uint32 type)
Definition InstanceScript.cpp:115
void SendEncounterUnit(uint32 type, Unit *unit=nullptr, uint8 param1=0, uint8 param2=0)
Definition InstanceScript.cpp:757
void SetZoneMusic(uint32 zoneId, uint32 musicId)
Definition Map.cpp:2863
Definition MoveSplineInit.h:71
bool SummonCreatures(Creature *summoner, PassengerSlots first, PassengerSlots last)
Definition boss_icecrown_gunship_battle.cpp:429
Map * GetMap() const
Definition Object.h:621
Creature * FindNearestCreature(uint32 entry, float range, bool alive=true) const
Definition Object.cpp:2450
Talk
Definition hyjal.cpp:82
@ NPC_IGB_HIGH_OVERLORD_SAURFANG
Definition icecrown_citadel.h:220
@ ACTION_ENEMY_GUNSHIP_TALK
Definition icecrown_citadel.h:513
@ ACTION_EXIT_SHIP
Definition icecrown_citadel.h:514
@ DATA_THE_SKYBREAKER
Definition icecrown_citadel.h:132
@ DATA_ORGRIMS_HAMMER
Definition icecrown_citadel.h:133
std::vector< Vector3 > PointsArray
Definition MoveSplineInitArgs.h:28
float GetPositionX() const
Definition Position.h:121
bool Is25ManRaid() const
Definition ScriptedCreature.h:385

References _controller, _events, _firstMageCooldown, _instance, ACTION_ENEMY_GUNSHIP_TALK, ACTION_EXIT_SHIP, ACTION_SPAWN_ALL_ADDS, ACTION_SPAWN_MAGE, AREA_ICECROWN_CITADEL, DATA_ICECROWN_GUNSHIP_BATTLE, DATA_ORGRIMS_HAMMER, DATA_THE_SKYBREAKER, Creature::DespawnOrUnsummon(), Movement::MoveSplineInit::DisableTransportPathTransformations(), ENCOUNTER_FRAME_ENGAGE, EVENT_ADDS, EVENT_CHECK_MORTAR, EVENT_CHECK_RIFLEMAN, EVENT_INTRO_A_6, EVENT_INTRO_A_7, EVENT_KEEP_PLAYER_IN_COMBAT, EVENT_SUMMON_MAGE, WorldObject::FindNearestCreature(), InstanceScript::GetCreature(), GameTime::GetGameTime(), WorldObject::GetMap(), Position::GetPositionX(), Position::GetPositionY(), Position::GetPositionZ(), IN_PROGRESS, ScriptedAI::Is25ManRaid(), Movement::MoveSplineInit::Launch(), ScriptedAI::me, Movement::MoveSplineInit::MovebyPath(), MuradinExitPath, MuradinExitPathSize, MUSIC_ENCOUNTER, NPC_IGB_HIGH_OVERLORD_SAURFANG, SAY_MURADIN_INTRO_6, EventMap::ScheduleEvent(), InstanceScript::SendEncounterUnit(), InstanceScript::SetBossState(), Creature::SetWalk(), Map::SetZoneMusic(), SLOT_MAGE_1, SLOT_MAGE_2, SLOT_MORTAR_1, SLOT_MORTAR_2, SLOT_MORTAR_4, SLOT_RIFLEMAN_1, SLOT_RIFLEMAN_4, SPELL_CHECK_FOR_PLAYERS, and PassengerController::SummonCreatures().

◆ EnterEvadeMode()

void npc_muradin_bronzebeard_igb::npc_muradin_bronzebeard_igbAI::EnterEvadeMode ( EvadeReason  )
inlineoverridevirtual

Reimplemented from CreatureAI.

1151 {
1152 if (!me->IsAlive())
1153 return;
1155 me->CombatStop(true);
1157 Reset();
1158 }
void MoveTargetedHome(bool walk=false)
The unit will return this initial position (owner for pets and summoned creatures)....
Definition MotionMaster.cpp:260
void ClearAllThreat()
Definition ThreatMgr.cpp:417
void CombatStop(bool includingCast=false)
Definition Unit.cpp:10512
bool IsAlive() const
Definition Unit.h:1748
ThreatMgr & GetThreatMgr()
Definition Unit.h:936
void Reset() override
Definition ScriptedCreature.h:287

References ThreatMgr::ClearAllThreat(), Unit::CombatStop(), Unit::GetMotionMaster(), Unit::GetThreatMgr(), Unit::IsAlive(), ScriptedAI::me, MotionMaster::MoveTargetedHome(), and ScriptedAI::Reset().

◆ JustEngagedWith()

void npc_muradin_bronzebeard_igb::npc_muradin_bronzebeard_igbAI::JustEngagedWith ( Unit )
inlineoverridevirtual

Called for reaction when initially engaged.

Reimplemented from CreatureAI.

1141 {
1148 }
@ SPELL_FRIENDLY_BOSS_DAMAGE_MOD
Definition boss_icecrown_gunship_battle.cpp:113
@ SPELL_BATTLE_FURY
Definition boss_icecrown_gunship_battle.cpp:134
@ EVENT_CLEAVE
Definition boss_icecrown_gunship_battle.cpp:103
void CancelEvent(EventId eventId)
Definition EventMap.cpp:160

References _events, _instance, EventMap::CancelEvent(), Unit::CastSpell(), DATA_TEAMID_IN_INSTANCE, EVENT_CLEAVE, ZoneScript::GetData(), Unit::HasAura(), ScriptedAI::me, EventMap::ScheduleEvent(), SPELL_BATTLE_FURY, SPELL_FRIENDLY_BOSS_DAMAGE_MOD, and TEAM_ALLIANCE.

◆ SetData()

void npc_muradin_bronzebeard_igb::npc_muradin_bronzebeard_igbAI::SetData ( uint32  type,
uint32  data 
)
inlineoverridevirtual

Reimplemented from UnitAI.

1225 {
1226 if (type == ACTION_CLEAR_SLOT)
1227 {
1229 if (data == SLOT_FREEZE_MAGE)
1230 _events.ScheduleEvent(EVENT_SUMMON_MAGE, 30s, 33s + 500ms);
1231 }
1232 }
@ ACTION_CLEAR_SLOT
Definition boss_icecrown_gunship_battle.cpp:199
PassengerSlots
Definition boss_icecrown_gunship_battle.cpp:252
@ SLOT_FREEZE_MAGE
Definition boss_icecrown_gunship_battle.cpp:254
void ClearSlot(PassengerSlots slot)
Definition boss_icecrown_gunship_battle.cpp:468

References _controller, _events, ACTION_CLEAR_SLOT, PassengerController::ClearSlot(), EVENT_SUMMON_MAGE, EventMap::ScheduleEvent(), and SLOT_FREEZE_MAGE.

◆ sGossipSelect()

void npc_muradin_bronzebeard_igb::npc_muradin_bronzebeard_igbAI::sGossipSelect ( Player ,
uint32  ,
uint32   
)
inlineoverridevirtual

Reimplemented from UnitAI.

1126 {
1128 return;
1130 me->GetTransport()->setActive(true);
1138 }
@ UNIT_NPC_FLAG_GOSSIP
Definition UnitDefines.h:319
@ EVENT_INTRO_SUMMON_ORGRIMS_HAMMER
Definition boss_icecrown_gunship_battle.cpp:90
@ EVENT_INTRO_A_3
Definition boss_icecrown_gunship_battle.cpp:91
@ EVENT_INTRO_A_4
Definition boss_icecrown_gunship_battle.cpp:92
@ EVENT_INTRO_A_5
Definition boss_icecrown_gunship_battle.cpp:93
@ EVENT_INTRO_A_1
Definition boss_icecrown_gunship_battle.cpp:88
@ EVENT_INTRO_A_2
Definition boss_icecrown_gunship_battle.cpp:89
void EnableMovement(bool enabled)
Definition Transport.cpp:455
void RemoveNpcFlag(NPCFlags flags)
Definition Unit.h:750
bool HasNpcFlag(NPCFlags flags) const
Definition Unit.h:748
void setActive(bool isActiveObject)
Definition Object.cpp:1065

References _events, MotionTransport::EnableMovement(), EVENT_INTRO_A_1, EVENT_INTRO_A_2, EVENT_INTRO_A_3, EVENT_INTRO_A_4, EVENT_INTRO_A_5, EVENT_INTRO_SUMMON_ORGRIMS_HAMMER, WorldObject::GetTransport(), Unit::HasNpcFlag(), ScriptedAI::me, Unit::RemoveNpcFlag(), EventMap::ScheduleEvent(), WorldObject::setActive(), GameObject::ToMotionTransport(), and UNIT_NPC_FLAG_GOSSIP.

◆ UpdateAI()

void npc_muradin_bronzebeard_igb::npc_muradin_bronzebeard_igbAI::UpdateAI ( uint32  )
inlineoverridevirtual

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

Implements UnitAI.

1244 {
1246 {
1247 if (me->GetVictim())
1248 {
1250 {
1251 if (me->GetVictim()->GetPositionZ() >= 478.0f)
1252 {
1253 float x, y, z, o;
1254 me->GetHomePosition(x, y, z, o);
1255 me->GetMotionMaster()->MovePoint(0, x, y, z, FORCED_MOVEMENT_NONE, 0.f, false);
1256 }
1257 }
1258 else
1259 {
1260 if (me->GetVictim()->GetPositionZ() < 478.0f)
1262 }
1263 }
1264
1265 if (checkTimer <= diff)
1266 {
1267 checkTimer = 1000;
1268 Map::PlayerList const& pl = me->GetMap()->GetPlayers();
1269 for (Map::PlayerList::const_iterator itr = pl.begin(); itr != pl.end(); ++itr)
1270 if (Player* p = itr->GetSource())
1271 if (CanAIAttack(p) && me->IsValidAttackTarget(p))
1272 {
1273 me->SetInCombatWith(p);
1274 p->SetInCombatWith(me);
1275 me->AddThreat(p, 0.0f);
1276 }
1277 }
1278 else
1279 checkTimer -= diff;
1280 }
1281
1282 UpdateVictim();
1283 _events.Update(diff);
1284
1285 switch (_events.ExecuteEvent())
1286 {
1287 case 0:
1288 break;
1289 case EVENT_INTRO_A_1:
1291 break;
1292 case EVENT_INTRO_A_2:
1294 break;
1296 sTransportMgr->CreateTransport(GO_ORGRIMS_HAMMER_A, 0, me->GetMap());
1297 break;
1298 case EVENT_INTRO_A_3:
1300 break;
1301 case EVENT_INTRO_A_4:
1303 break;
1304 case EVENT_INTRO_A_5:
1306 break;
1307 case EVENT_INTRO_A_6:
1309 saurfang->AI()->Talk(SAY_SAURFANG_INTRO_A);
1310 break;
1311 case EVENT_INTRO_A_7:
1313 break;
1316 {
1317 //_instance->DoCastSpellOnPlayers(SPELL_LOCK_PLAYERS_AND_TAP_CHEST);
1318 Map::PlayerList const& pl = me->GetMap()->GetPlayers();
1319 for (Map::PlayerList::const_iterator itr = pl.begin(); itr != pl.end(); ++itr)
1320 if (Player* p = itr->GetSource())
1321 if (!p->IsGameMaster())
1322 p->SetInCombatState(true);
1324 }
1325 break;
1326
1327 case EVENT_SUMMON_MAGE:
1330 break;
1331 case EVENT_ADDS:
1336 if (MotionTransport* skybreaker = (me->GetTransport() ? me->GetTransport()->ToMotionTransport() : nullptr))
1337 {
1338 float x, y, z, o;
1340 skybreaker->CalculatePassengerPosition(x, y, z, &o);
1342 }
1343
1345 if (MotionTransport* orgrimsHammer = transport->ToMotionTransport())
1346 {
1347 float x, y, z, o;
1349 orgrimsHammer->CalculatePassengerPosition(x, y, z, &o);
1351 }
1352
1355 break;
1358 saurfang->AI()->Talk(SAY_SAURFANG_BOARD);
1359 break;
1362 {
1364 {
1367 }
1368 }
1370 break;
1371 case EVENT_CHECK_MORTAR:
1373 {
1375 {
1378 }
1379 }
1381 break;
1382 case EVENT_CLEAVE:
1383 if (me->GetVictim())
1384 me->CastSpell(me->GetVictim(), SPELL_CLEAVE, false);
1386 break;
1387
1388 default:
1389 break;
1390 }
1391
1393 return;
1394
1397 else if (me->isAttackReady())
1398 {
1402 }
1403 }
@ CHASE_MOTION_TYPE
Definition MotionMaster.h:45
@ TEMPSUMMON_TIMED_DESPAWN
Definition Object.h:50
#define sTransportMgr
Definition TransportMgr.h:165
@ UNIT_STATE_CASTING
Definition UnitDefines.h:185
@ SPELL_CLEAVE
Definition boss_icecrown_gunship_battle.cpp:133
@ SPELL_RENDING_THROW
Definition boss_icecrown_gunship_battle.cpp:156
Position const SkybreakerTeleportPortal
Definition boss_icecrown_gunship_battle.cpp:211
Position const OrgrimsHammerTeleportExit
Definition boss_icecrown_gunship_battle.cpp:212
@ SAY_MURADIN_MORTAR
Definition boss_icecrown_gunship_battle.cpp:65
@ SAY_SAURFANG_BOARD
Definition boss_icecrown_gunship_battle.cpp:45
@ SAY_MURADIN_INTRO_2
Definition boss_icecrown_gunship_battle.cpp:55
@ SAY_MURADIN_INTRO_3
Definition boss_icecrown_gunship_battle.cpp:56
@ SAY_MURADIN_RIFLEMAN
Definition boss_icecrown_gunship_battle.cpp:64
@ SAY_MURADIN_ENTER_ORGRIMMS_HAMMER
Definition boss_icecrown_gunship_battle.cpp:63
@ SAY_MURADIN_INTRO_7
Definition boss_icecrown_gunship_battle.cpp:60
@ SAY_MURADIN_INTRO_1
Definition boss_icecrown_gunship_battle.cpp:54
@ SAY_MURADIN_INTRO_5
Definition boss_icecrown_gunship_battle.cpp:58
@ SAY_MURADIN_INTRO_4
Definition boss_icecrown_gunship_battle.cpp:57
@ SAY_MURADIN_SORCERERS
Definition boss_icecrown_gunship_battle.cpp:66
@ SAY_SAURFANG_INTRO_A
Definition boss_icecrown_gunship_battle.cpp:44
@ EVENT_ADDS_BOARD_YELL
Definition boss_icecrown_gunship_battle.cpp:100
@ SLOT_MARINE_4
Definition boss_icecrown_gunship_battle.cpp:286
@ SLOT_RIFLEMAN_8
Definition boss_icecrown_gunship_battle.cpp:270
@ SLOT_MARINE_1
Definition boss_icecrown_gunship_battle.cpp:281
@ SLOT_SERGEANT_2
Definition boss_icecrown_gunship_battle.cpp:292
@ SLOT_SERGEANT_1
Definition boss_icecrown_gunship_battle.cpp:289
@ SLOT_MARINE_2
Definition boss_icecrown_gunship_battle.cpp:282
bool UpdateVictim()
Definition CreatureAI.cpp:287
void Update(uint32 time)
Definition EventMap.h:67
EventId ExecuteEvent()
Definition EventMap.cpp:86
ObjectGuid GetGuidData(uint32 type) const override
Definition InstanceScript.cpp:110
Map * instance
Definition InstanceScript.h:149
Definition LinkedList.h:139
Definition MapRefMgr.h:26
iterator begin()
Definition MapRefMgr.h:36
iterator end()
Definition MapRefMgr.h:37
PlayerList const & GetPlayers() const
Definition Map.h:326
Transport * GetTransport(ObjectGuid const &guid)
Definition Map.cpp:2372
MovementGeneratorType GetCurrentMovementGeneratorType() const
Definition MotionMaster.cpp:949
Definition Transport.h:51
Definition Player.h:1071
Definition Transport.h:30
void DoMeleeAttackIfReady()
Definition UnitAI.cpp:39
void AddThreat(Unit *victim, float fThreat, SpellSchoolMask schoolMask=SPELL_SCHOOL_MASK_NORMAL, SpellInfo const *threatSpell=nullptr)
Definition Unit.cpp:14682
void SetInCombatWith(Unit *enemy, uint32 duration=0)
Definition Unit.cpp:13662
bool IsWithinMeleeRange(Unit const *obj, float dist=0.f) const
Definition Unit.cpp:665
Unit * GetVictim() const
Definition Unit.h:886
bool HasUnitState(const uint32 f) const
Definition Unit.h:721
bool isAttackReady(WeaponAttackType type=BASE_ATTACK) const
Definition Unit.h:871
bool IsValidAttackTarget(Unit const *target, SpellInfo const *bySpell=nullptr) const
Definition Unit.cpp:13959
void resetAttackTimer(WeaponAttackType type=BASE_ATTACK)
Definition Unit.cpp:643
TempSummon * SummonCreature(uint32 id, const Position &pos, TempSummonType spwtype=TEMPSUMMON_MANUAL_DESPAWN, uint32 despwtime=0, uint32 vehId=0, SummonPropertiesEntry const *properties=nullptr, bool visibleBySummonerOnly=false) const
Definition Object.cpp:2359
@ NPC_TELEPORT_PORTAL
Definition icecrown_citadel.h:225
@ NPC_TELEPORT_EXIT
Definition icecrown_citadel.h:226
@ GO_ORGRIMS_HAMMER_A
Definition icecrown_citadel.h:404
void SetOrientation(float orientation)
Definition Position.h:116
void GetPosition(float &x, float &y) const
Definition Position.h:126
float GetAngle(const Position *pos) const
Definition Position.cpp:85
bool CanAIAttack(Unit const *target) const override
Definition boss_icecrown_gunship_battle.cpp:1420

References _controller, _events, _instance, _mortarYellCooldown, _riflemanYellCooldown, Unit::AddThreat(), MapRefMgr::begin(), CanAIAttack(), Unit::CastSpell(), CHASE_MOTION_TYPE, checkTimer, DATA_ICECROWN_GUNSHIP_BATTLE, UnitAI::DoMeleeAttackIfReady(), MapRefMgr::end(), EVENT_ADDS, EVENT_ADDS_BOARD_YELL, EVENT_CHECK_MORTAR, EVENT_CHECK_RIFLEMAN, EVENT_CLEAVE, EVENT_INTRO_A_1, EVENT_INTRO_A_2, EVENT_INTRO_A_3, EVENT_INTRO_A_4, EVENT_INTRO_A_5, EVENT_INTRO_A_6, EVENT_INTRO_A_7, EVENT_INTRO_SUMMON_ORGRIMS_HAMMER, EVENT_KEEP_PLAYER_IN_COMBAT, EVENT_SUMMON_MAGE, EventMap::ExecuteEvent(), WorldObject::FindNearestCreature(), FORCED_MOVEMENT_NONE, Position::GetAngle(), InstanceScript::GetBossState(), MotionMaster::GetCurrentMovementGeneratorType(), GameTime::GetGameTime(), InstanceScript::GetGuidData(), Creature::GetHomePosition(), WorldObject::GetMap(), Unit::GetMotionMaster(), Map::GetPlayers(), Position::GetPosition(), Position::GetPositionZ(), WorldObject::GetTransport(), Map::GetTransport(), Unit::GetVictim(), GO_ORGRIMS_HAMMER_A, Unit::HasUnitState(), IN_PROGRESS, InstanceScript::instance, ScriptedAI::Is25ManRaid(), Unit::isAttackReady(), Unit::IsValidAttackTarget(), Unit::IsWithinMeleeRange(), ScriptedAI::me, MotionMaster::MoveChase(), MotionMaster::MovePoint(), NPC_IGB_HIGH_OVERLORD_SAURFANG, NPC_TELEPORT_EXIT, NPC_TELEPORT_PORTAL, OrgrimsHammerTeleportExit, Unit::resetAttackTimer(), SAY_MURADIN_ENTER_ORGRIMMS_HAMMER, SAY_MURADIN_INTRO_1, SAY_MURADIN_INTRO_2, SAY_MURADIN_INTRO_3, SAY_MURADIN_INTRO_4, SAY_MURADIN_INTRO_5, SAY_MURADIN_INTRO_7, SAY_MURADIN_MORTAR, SAY_MURADIN_RIFLEMAN, SAY_MURADIN_SORCERERS, SAY_SAURFANG_BOARD, SAY_SAURFANG_INTRO_A, EventMap::ScheduleEvent(), Unit::SetInCombatWith(), Position::SetOrientation(), SkybreakerTeleportPortal, SLOT_FREEZE_MAGE, SLOT_MAGE_1, SLOT_MAGE_2, SLOT_MARINE_1, SLOT_MARINE_2, SLOT_MARINE_4, SLOT_MORTAR_1, SLOT_MORTAR_2, SLOT_MORTAR_4, SLOT_RIFLEMAN_1, SLOT_RIFLEMAN_4, SLOT_RIFLEMAN_8, SLOT_SERGEANT_1, SLOT_SERGEANT_2, SPELL_CLEAVE, SPELL_RENDING_THROW, sTransportMgr, WorldObject::SummonCreature(), PassengerController::SummonCreatures(), TEMPSUMMON_TIMED_DESPAWN, GameObject::ToMotionTransport(), UNIT_STATE_CASTING, EventMap::Update(), and CreatureAI::UpdateVictim().

Member Data Documentation

◆ _controller

PassengerController npc_muradin_bronzebeard_igb::npc_muradin_bronzebeard_igbAI::_controller
private

◆ _events

EventMap npc_muradin_bronzebeard_igb::npc_muradin_bronzebeard_igbAI::_events
private

◆ _firstMageCooldown

time_t npc_muradin_bronzebeard_igb::npc_muradin_bronzebeard_igbAI::_firstMageCooldown
private

◆ _instance

InstanceScript* npc_muradin_bronzebeard_igb::npc_muradin_bronzebeard_igbAI::_instance
private

◆ _mortarYellCooldown

time_t npc_muradin_bronzebeard_igb::npc_muradin_bronzebeard_igbAI::_mortarYellCooldown
private

◆ _riflemanYellCooldown

time_t npc_muradin_bronzebeard_igb::npc_muradin_bronzebeard_igbAI::_riflemanYellCooldown
private

◆ checkTimer

uint16 npc_muradin_bronzebeard_igb::npc_muradin_bronzebeard_igbAI::checkTimer
private

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