293 {
296 {
298 {
300 if (player)
302 }
303 }
304
306 {
308 {
310 if (player)
312 }
313 }
314
316 {
318 {
320 if (player)
322 }
323 }
324
325 return true;
326 }
@ GO_STATE_READY
Definition: GameObjectData.h:691
@ NPC_CORKI_CREDIT_3
Definition: zone_nagrand.cpp:282
@ GO_CORKIS_PRISON
Definition: zone_nagrand.cpp:272
@ NPC_CORKI_CREDIT_1
Definition: zone_nagrand.cpp:271
@ NPC_CORKI_2
Definition: zone_nagrand.cpp:276
@ NPC_CORKI_3
Definition: zone_nagrand.cpp:281
@ GO_CORKIS_PRISON_2
Definition: zone_nagrand.cpp:277
@ NPC_CORKI
Definition: zone_nagrand.cpp:270
@ GO_CORKIS_PRISON_3
Definition: zone_nagrand.cpp:283
Definition: Creature.h:46
void SetGoState(GOState state)
Definition: GameObject.cpp:2467
uint32 GetEntry() const
Definition: Object.h:109
Creature * FindNearestCreature(uint32 entry, float range, bool alive=true) const
Definition: Object.cpp:2409
float GetPositionZ() const
Definition: Position.h:119
float GetPositionX() const
Definition: Position.h:117
float GetPositionY() const
Definition: Position.h:118
void KilledMonsterCredit(uint32 entry, ObjectGuid guid=ObjectGuid::Empty)
Definition: PlayerQuest.cpp:1911