AzerothCore 3.3.5a
OpenSource WoW Emulator
Loading...
Searching...
No Matches
npc_depth_charge::npc_depth_chargeAI Member List

This is the complete list of members for npc_depth_charge::npc_depth_chargeAI, including all inherited members.

_boundaryCreatureAIprotected
_difficultyScriptedAIprivate
_EnterEvadeMode(EvadeReason why=EVADE_REASON_OTHER)CreatureAIprotected
_isHeroicScriptedAIprivate
_negateBoundaryCreatureAIprotected
_uniqueTimedEventsScriptedAIprivate
AISpellInfoUnitAIstatic
AttackedBy(Unit *)CreatureAIinlinevirtual
AttackStart(Unit *) overridenpc_depth_charge::npc_depth_chargeAIinlinevirtual
AttackStartCaster(Unit *victim, float dist)UnitAI
AttackStartNoMove(Unit *target)ScriptedAI
Axis enum nameScriptedAI
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
CheckEvadeIfOutOfCombatArea() constScriptedAIinlinevirtual
CheckInRoom()CreatureAIvirtual
ClearUniqueTimedEventsDone()ScriptedAIinline
CorpseRemoved(uint32 &)CreatureAIinlinevirtual
CreatureAI(Creature *creature)CreatureAIinlineexplicit
DamageDealt(Unit *, uint32 &, DamageEffectType)UnitAIinlinevirtual
DamageTaken(Unit *, uint32 &, DamageEffectType, SpellSchoolMask) overrideScriptedAIinlinevirtual
DoAction(int32)UnitAIinlinevirtual
DoAddAuraToAllHostilePlayers(uint32 spellid)UnitAI
DoAddThreat(Unit *unit, float amount)ScriptedAI
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
DoCastSpell(Unit *target, SpellInfo const *spellInfo, bool triggered=false)ScriptedAI
DoCastToAllHostilePlayers(uint32 spellid, bool triggered=false)UnitAI
DoCastVictim(uint32 spellId, bool triggered=false)UnitAI
DoFindFriendlyCC(float range)ScriptedAI
DoFindFriendlyMissingBuff(float range, uint32 spellId)ScriptedAI
DoGetSpellMaxRange(uint32 spellId, bool positive=false)UnitAI
DoGetThreat(Unit *unit)ScriptedAI
DoMeleeAttackIfReady()UnitAI
DoModifyThreatByPercent(Unit *unit, int32 pct)ScriptedAI
DoPlayMusic(uint32 soundId, bool zone)ScriptedAI
DoPlaySoundToSet(WorldObject *source, uint32 soundId)ScriptedAI
DoResetThreat(Unit *unit)ScriptedAI
DoResetThreatList()ScriptedAI
DoSelectLowestHpFriendly(float range, uint32 minHPDiff=1)ScriptedAI
DoSpawnCreature(uint32 entry, float offsetX, float offsetY, float offsetZ, float angle, uint32 type, uint32 despawntime)ScriptedAI
DoSpellAttackIfReady(uint32 spell)UnitAI
DoSpellAttackToRandomTargetIfReady(uint32 spell, uint32 threatTablePosition=0, float dist=0.f, bool playerOnly=true)UnitAI
DoStartMovement(Unit *target, float distance=0.0f, float angle=0.0f)ScriptedAI
DoStartNoMovement(Unit *target)ScriptedAI
DoStopAttack()ScriptedAI
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
DoTeleportAll(float x, float y, float z, float o)ScriptedAI
DoTeleportPlayer(Unit *unit, float x, float y, float z, float o)ScriptedAI
DoTeleportPlayer(Unit *unit, Position pos)ScriptedAIinline
DoZoneInCombat(Creature *creature=nullptr, float maxRangeToNearestTarget=250.0f)CreatureAI
DUNGEON_MODE(const T &normal5, const T &heroic10) constScriptedAIinline
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
GetDifficulty() constScriptedAIinline
GetGUID(int32=0) constUnitAIinlinevirtual
GetPlayerAtMinimumRange(float minRange)ScriptedAI
GetThreatMgr()UnitAIprivate
HealDone(Unit *, uint32 &)UnitAIinlinevirtual
HealReceived(Unit *, uint32 &)UnitAIinlinevirtual
HealthAbovePct(uint32 pct) constScriptedAIinline
HealthBelowPct(uint32 pct) constScriptedAIinline
InitializeAI()UnitAIinlinevirtual
Is25ManRaid() constScriptedAIinline
IsEscorted()CreatureAIinlinevirtual
IsHeroic() constScriptedAIinline
IsInBoundary(Position const *who=nullptr) constCreatureAI
IsInBounds(CreatureBoundary const &boundary, Position const *who)CreatureAIstatic
IsInRoom(const Position *pos, Axis axis, bool above)ScriptedAIinline
IsSummonedBy(WorldObject *)CreatureAIinlinevirtual
IsUniqueTimedEventDone(uint32 id) constScriptedAIinline
JustDied(Unit *) overrideScriptedAIinlinevirtual
JustEngagedWith(Unit *) overridenpc_depth_charge::npc_depth_chargeAIinlinevirtual
JustEnteredCombat(Unit *)UnitAIinlinevirtual
JustExitedCombat()UnitAIinlinevirtual
JustReachedHome()CreatureAIinlinevirtual
JustRespawned()CreatureAIinlinevirtual
JustSummoned(Creature *) overrideScriptedAIinlinevirtual
KilledUnit(Unit *) overrideScriptedAIinlinevirtual
m_MoveInLineOfSight_lockedCreatureAIprivate
meScriptedAI
MoveBackwardsChecks()CreatureAI
MoveCircleChecks()CreatureAI
MoveInLineOfSight(Unit *who) overridenpc_depth_charge::npc_depth_chargeAIinlinevirtual
MoveInLineOfSight_Safe(Unit *who)CreatureAI
MovementInform(uint32, uint32) overrideScriptedAIinlinevirtual
npc_depth_chargeAI(Creature *creature)npc_depth_charge::npc_depth_chargeAIinline
OnAuraRemove(AuraApplication *, AuraRemoveMode)CreatureAIinlinevirtual
OnCalculateMeleeDamageReceived(uint32 &, Unit *)UnitAIinlinevirtual
OnCalculatePeriodicTickReceived(uint32 &, Unit *)UnitAIinlinevirtual
OnCalculateSpellDamageReceived(int32 &, Unit *)UnitAIinlinevirtual
OnCharmed(bool apply) overrideCreatureAIvirtual
OnPossess(bool)ScriptedAIinline
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
PetStopAttack()CreatureAIinlinevirtual
RAID_MODE(const T &normal10, const T &normal25) constScriptedAIinline
RAID_MODE(const T &normal10, const T &normal25, const T &heroic10, const T &heroic25) constScriptedAIinline
ReceiveEmote(Player *, uint32)CreatureAIinlinevirtual
Reset() overridenpc_depth_charge::npc_depth_chargeAIinlinevirtual
ResetUniqueTimedEvent(uint32 id)ScriptedAIinline
schedulerCreatureAIprotected
ScheduleTimedEvent(Milliseconds timerMin, Milliseconds timerMax, std::function< void()> exec, Milliseconds repeatMin, Milliseconds repeatMax=0s, uint32 uniqueId=0)ScriptedAI
ScheduleTimedEvent(Milliseconds timerMax, std::function< void()> exec, Milliseconds repeatMin, Milliseconds repeatMax=0s, uint32 uniqueId=0)ScriptedAIinline
ScheduleUniqueTimedEvent(Milliseconds timer, std::function< void()> exec, uint32 uniqueId)ScriptedAIinline
ScriptedAI(Creature *creature)ScriptedAIexplicit
SelectSpell(Unit *target, uint32 school, uint32 mechanic, SelectTargetType targets, uint32 powerCostMin, uint32 powerCostMax, float rangeMin, float rangeMax, SelectEffect effect)ScriptedAI
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
SelectTargetFromPlayerList(float maxdist, uint32 excludeAura=0, bool mustBeInLOS=false) constScriptedAI
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
SetEquipmentSlots(bool loadDefault, int32 mainHand=EQUIP_NO_CHANGE, int32 offHand=EQUIP_NO_CHANGE, int32 ranged=EQUIP_NO_CHANGE)ScriptedAI
SetGazeOn(Unit *target)CreatureAIprotected
SetGUID(ObjectGuid, int32=0)UnitAIinlinevirtual
SetUniqueTimedEventDone(uint32 id)ScriptedAIinline
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 *) overrideScriptedAIinlinevirtual
SpellHitTarget(Unit *, SpellInfo const *) overrideScriptedAIinlinevirtual
sQuestAccept(Player *, Quest const *)UnitAIinlinevirtual
sQuestComplete(Player *, Quest const *)UnitAIinlinevirtual
sQuestReward(Player *, Quest const *, uint32)UnitAIinlinevirtual
sQuestSelect(Player *, Quest const *)UnitAIinlinevirtual
SummonedCreatureDespawn(Creature *) overrideScriptedAIinlinevirtual
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 diff) overridenpc_depth_charge::npc_depth_chargeAIinlinevirtual
UpdateVictim()CreatureAIprotected
UpdateVictimWithGaze()CreatureAIprotected
WeMustDienpc_depth_charge::npc_depth_chargeAI
WeMustDieTimernpc_depth_charge::npc_depth_chargeAI
~CreatureAI() overrideCreatureAIinline
~ScriptedAI() overrideScriptedAIinline
~UnitAI()UnitAIinlinevirtual