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| | go_suppression_device () |
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| void | OnLootStateChanged (GameObject *go, uint32 state, Unit *) override |
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| GameObjectAI * | GetAI (GameObject *go) const override |
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| bool | IsDatabaseBound () const override |
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| virtual bool | OnGossipHello (Player *, GameObject *) |
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| virtual bool | OnGossipSelect (Player *, GameObject *, uint32, uint32) |
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| virtual bool | OnGossipSelectCode (Player *, GameObject *, uint32, uint32, const char *) |
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| virtual bool | OnQuestAccept (Player *, GameObject *, Quest const *) |
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| virtual bool | OnQuestReward (Player *, GameObject *, Quest const *, uint32) |
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| virtual uint32 | GetDialogStatus (Player *, GameObject *) |
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| virtual void | OnDestroyed (GameObject *, Player *) |
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| virtual void | OnDamaged (GameObject *, Player *) |
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| virtual void | OnModifyHealth (GameObject *, Unit *, int32 &, SpellInfo const *) |
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| virtual void | OnGameObjectStateChanged (GameObject *, uint32) |
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| virtual bool | isAfterLoadScript () const |
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| virtual void | checkValidity () |
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| const std::string & | GetName () const |
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| uint16 | GetTotalAvailableHooks () |
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| virtual void | OnUpdate (GameObject *, uint32) |
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◆ go_suppression_device()
| go_suppression_device::go_suppression_device |
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inline |
Definition GameObjectScript.h:25
◆ GetAI()
Reimplemented from GameObjectScript.
248 {
249 return new go_suppression_deviceAI(go);
250 }
◆ OnLootStateChanged()
The documentation for this class was generated from the following file: