AzerothCore 3.3.5a
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npc_lord_illidan_stormrage::npc_lord_illidan_stormrageAI Struct Reference
Inheritance diagram for npc_lord_illidan_stormrage::npc_lord_illidan_stormrageAI:
ScriptedAI CreatureAI UnitAI

Public Member Functions

 npc_lord_illidan_stormrageAI (Creature *creature)
 
void Reset () override
 
void JustEngagedWith (Unit *) override
 Called for reaction when initially engaged.
 
void MoveInLineOfSight (Unit *) override
 
void AttackStart (Unit *) override
 
void SummonNextWave ()
 
void CheckEventFail ()
 
void LiveCounter ()
 
void UpdateAI (uint32 diff) override
 
- Public Member Functions inherited from ScriptedAI
 ScriptedAI (Creature *creature)
 
 ~ScriptedAI () override
 
void AttackStartNoMove (Unit *target)
 
void DamageTaken (Unit *, uint32 &, DamageEffectType, SpellSchoolMask) override
 
void UpdateAI (uint32 diff) override
 
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 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 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)
 
void SetCombatMovement (bool allowMovement)
 
bool IsCombatMovementAllowed () const
 
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
 
- Public Member Functions inherited from CreatureAI
void Talk (uint8 id, WorldObject const *whisperTarget=nullptr, Milliseconds delay=0s)
 Causes the creature to talk/say the text assigned to their entry in the creature_text database table.
 
void Talk (uint8 id, Milliseconds delay)
 
 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 EnterEvadeMode (EvadeReason why=EVADE_REASON_OTHER)
 
virtual void JustEngagedWith (Unit *)
 Called for reaction when initially engaged.
 
virtual void JustDied (Unit *)
 
virtual void KilledUnit (Unit *)
 
virtual void JustSummoned (Creature *)
 
virtual void IsSummonedBy (WorldObject *)
 
virtual void SummonedCreatureDespawn (Creature *)
 
virtual void SummonedCreatureDies (Creature *, Unit *)
 
virtual void SummonedCreatureDespawnAll ()
 
virtual void SpellHit (Unit *, SpellInfo const *)
 
virtual void SpellHitTarget (Unit *, SpellInfo const *)
 
virtual void AttackedBy (Unit *)
 
virtual bool IsEscorted ()
 
virtual void JustRespawned ()
 
virtual void MovementInform (uint32, uint32)
 
virtual void PathEndReached (uint32)
 
void OnCharmed (bool apply) override
 
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 ()
 
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 *)
 
- Public Member Functions inherited from UnitAI
 UnitAI (Unit *unit)
 
virtual ~UnitAI ()
 
virtual bool CanAIAttack (Unit const *) const
 
virtual void AttackStart (Unit *)
 
virtual void UpdateAI (uint32)=0
 
virtual void InitializeAI ()
 
virtual void Reset ()
 
virtual void OnCharmed (bool apply)=0
 
virtual void DoAction (int32)
 
virtual uint32 GetData (uint32) const
 
virtual void SetData (uint32, uint32)
 
virtual void SetGUID (ObjectGuid, 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)
 
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 (NOTE: Creature engage logic should NOT be here, but in JustEngagedWith, which happens once threat is established!)
 
virtual void JustExitedCombat ()
 Called when the unit leaves combat.
 
virtual void DamageDealt (Unit *, uint32 &, DamageEffectType)
 
virtual void DamageTaken (Unit *, uint32 &, DamageEffectType, SpellSchoolMask)
 
virtual void HealReceived (Unit *, uint32 &)
 
virtual void HealDone (Unit *, uint32 &)
 
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)
 
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)
 
SpellCastResult DoCastMaxThreat (uint32 spellId, uint32 threatTablePosition=0, float dist=0.0f, bool playerOnly=true, bool triggered=false)
 Cast spell on the max threat target, which may not always 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)
 
virtual void sGossipHello (Player *)
 
virtual void sGossipSelect (Player *, uint32, uint32)
 
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
 

Public Attributes

ObjectGuid PlayerGUID
 
uint32 WaveTimer
 
uint32 AnnounceTimer
 
int8 LiveCount
 
uint8 WaveCount
 
bool EventStarted
 
bool Announced
 
bool Failed
 
- Public Attributes inherited from ScriptedAI
Creatureme
 
bool IsFleeing
 

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 ()
 
- 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
 
CreatureBoundary const * _boundary
 
bool _negateBoundary
 
- Protected Attributes inherited from UnitAI
Unit *const me
 

Detailed Description

Constructor & Destructor Documentation

◆ npc_lord_illidan_stormrageAI()

npc_lord_illidan_stormrage::npc_lord_illidan_stormrageAI::npc_lord_illidan_stormrageAI ( Creature creature)
inline
1081: ScriptedAI(creature) { }
Definition: ScriptedCreature.h:192

Member Function Documentation

◆ AttackStart()

void npc_lord_illidan_stormrage::npc_lord_illidan_stormrageAI::AttackStart ( Unit )
inlineoverridevirtual

Reimplemented from ScriptedAI.

1114{ }

◆ CheckEventFail()

void npc_lord_illidan_stormrage::npc_lord_illidan_stormrageAI::CheckEventFail ( )
inline
1119 {
1121 if (!player)
1122 {
1123 Failed = true;
1124 return;
1125 }
1126
1127 if (Group* EventGroup = player->GetGroup())
1128 {
1129 uint8 GroupMemberCount = 0;
1130 uint8 DeadMemberCount = 0;
1131 uint8 FailedMemberCount = 0;
1132
1133 Group::MemberSlotList const& members = EventGroup->GetMemberSlots();
1134
1135 for (Group::member_citerator itr = members.begin(); itr != members.end(); ++itr)
1136 {
1137 Player* GroupMember = ObjectAccessor::GetPlayer(*me, itr->guid);
1138 if (!GroupMember)
1139 continue;
1141 {
1143 ++FailedMemberCount;
1144 }
1145 ++GroupMemberCount;
1146
1147 if (GroupMember->isDead())
1148 ++DeadMemberCount;
1149 }
1150
1151 if (GroupMemberCount == FailedMemberCount)
1152 {
1153 Failed = true;
1154 }
1155
1156 if (GroupMemberCount == DeadMemberCount)
1157 {
1158 for (Group::member_citerator itr = members.begin(); itr != members.end(); ++itr)
1159 {
1160 if (Player* groupMember = ObjectAccessor::GetPlayer(*me, itr->guid))
1161 if (groupMember->GetQuestStatus(QUEST_BATTLE_OF_THE_CRIMSON_WATCH) == QUEST_STATUS_INCOMPLETE)
1162 groupMember->FailQuest(QUEST_BATTLE_OF_THE_CRIMSON_WATCH);
1163 }
1164 Failed = true;
1165 }
1166 }
1167 else if (player->isDead() || !player->IsWithinDistInMap(me, EVENT_AREA_RADIUS))
1168 {
1170 Failed = true;
1171 }
1172 }
std::uint8_t uint8
Definition: Define.h:110
@ QUEST_STATUS_INCOMPLETE
Definition: QuestDef.h:103
#define QUEST_BATTLE_OF_THE_CRIMSON_WATCH
Definition: zone_shadowmoon_valley.cpp:825
#define EVENT_AREA_RADIUS
Definition: zone_shadowmoon_valley.cpp:826
Player * GetPlayer(Map const *, ObjectGuid const guid)
Definition: ObjectAccessor.cpp:225
Creature * me
Definition: ScriptedCreature.h:282
bool IsWithinDistInMap(WorldObject const *obj, float dist2compare, bool is3D=true, bool useBoundingRadius=true) const
Definition: Object.cpp:1321
Definition: Player.h:1046
Group * GetGroup()
Definition: Player.h:2418
QuestStatus GetQuestStatus(uint32 quest_id) const
Definition: PlayerQuest.cpp:1414
void FailQuest(uint32 quest_id)
Definition: PlayerQuest.cpp:883
bool isDead() const
Definition: Unit.h:1810
Definition: Group.h:168
std::list< MemberSlot > MemberSlotList
Definition: Group.h:178
MemberSlotList::const_iterator member_citerator
Definition: Group.h:179
bool Failed
Definition: zone_shadowmoon_valley.cpp:1093
ObjectGuid PlayerGUID
Definition: zone_shadowmoon_valley.cpp:1083

References EVENT_AREA_RADIUS, Failed, Player::FailQuest(), Player::GetGroup(), ObjectAccessor::GetPlayer(), Player::GetQuestStatus(), Unit::isDead(), WorldObject::IsWithinDistInMap(), ScriptedAI::me, PlayerGUID, QUEST_BATTLE_OF_THE_CRIMSON_WATCH, and QUEST_STATUS_INCOMPLETE.

Referenced by UpdateAI().

◆ JustEngagedWith()

void npc_lord_illidan_stormrage::npc_lord_illidan_stormrageAI::JustEngagedWith ( Unit )
inlineoverridevirtual

Called for reaction when initially engaged.

Reimplemented from ScriptedAI.

1111{ }

◆ LiveCounter()

void npc_lord_illidan_stormrage::npc_lord_illidan_stormrageAI::LiveCounter ( )
inline
1175 {
1176 --LiveCount;
1177 if (!LiveCount)
1178 Announced = false;
1179 }
bool Announced
Definition: zone_shadowmoon_valley.cpp:1092
int8 LiveCount
Definition: zone_shadowmoon_valley.cpp:1088

References Announced, and LiveCount.

◆ MoveInLineOfSight()

void npc_lord_illidan_stormrage::npc_lord_illidan_stormrageAI::MoveInLineOfSight ( Unit )
inlineoverridevirtual

Reimplemented from CreatureAI.

1112{ }

◆ Reset()

void npc_lord_illidan_stormrage::npc_lord_illidan_stormrageAI::Reset ( )
inlineoverridevirtual

Reimplemented from ScriptedAI.

1096 {
1097 PlayerGUID.Clear();
1098
1099 WaveTimer = 10000;
1100 AnnounceTimer = 7000;
1101 LiveCount = 0;
1102 WaveCount = 0;
1103
1104 EventStarted = false;
1105 Announced = false;
1106 Failed = false;
1107
1108 me->SetVisible(false);
1109 }
void Clear()
Definition: ObjectGuid.h:140
void SetVisible(bool x)
Definition: Unit.cpp:14129
bool EventStarted
Definition: zone_shadowmoon_valley.cpp:1091
uint32 AnnounceTimer
Definition: zone_shadowmoon_valley.cpp:1086
uint8 WaveCount
Definition: zone_shadowmoon_valley.cpp:1089
uint32 WaveTimer
Definition: zone_shadowmoon_valley.cpp:1085

References Announced, AnnounceTimer, ObjectGuid::Clear(), EventStarted, Failed, LiveCount, ScriptedAI::me, PlayerGUID, Unit::SetVisible(), WaveCount, and WaveTimer.

◆ SummonNextWave()

void npc_lord_illidan_stormrage::npc_lord_illidan_stormrageAI::SummonNextWave ( )
1337{
1340 uint8 FelguardCount = 0;
1341 uint8 DreadlordCount = 0;
1342
1343 for (uint8 i = 0; i < count; ++i)
1344 {
1345 Creature* Spawn = nullptr;
1346 float X = SpawnLocation[locIndex + i].x;
1347 float Y = SpawnLocation[locIndex + i].y;
1348 float Z = SpawnLocation[locIndex + i].z;
1349 float O = SpawnLocation[locIndex + i].o;
1350 Spawn = me->SummonCreature(WavesInfo[WaveCount].CreatureId, X, Y, Z, O, TEMPSUMMON_TIMED_OR_DEAD_DESPAWN, 60000);
1351 ++LiveCount;
1352
1353 if (Spawn)
1354 {
1355 if (WaveCount == 0)//1 Wave
1356 {
1357 if (rand() % 3 == 1 && FelguardCount < 2)
1358 {
1359 Spawn->SetDisplayId(18654);
1360 ++FelguardCount;
1361 }
1362 else if (DreadlordCount < 3)
1363 {
1364 Spawn->SetDisplayId(19991);
1365 ++DreadlordCount;
1366 }
1367 else if (FelguardCount < 2)
1368 {
1369 Spawn->SetDisplayId(18654);
1370 ++FelguardCount;
1371 }
1372 }
1373
1374 if (WaveCount < 3)//1-3 Wave
1375 {
1376 if (PlayerGUID)
1377 {
1379 {
1380 float x, y, z;
1381 target->GetPosition(x, y, z);
1382 Spawn->GetMotionMaster()->MovePoint(0, x, y, z);
1383 }
1384 }
1385 CAST_AI(npc_illidari_spawn::npc_illidari_spawnAI, Spawn->AI())->LordIllidanGUID = me->GetGUID();
1386 }
1387
1388 if (WavesInfo[WaveCount].CreatureId == 22076) // Torloth
1389 {
1391 if (PlayerGUID)
1393 }
1394 }
1395 }
1396 ++WaveCount;
1399}
#define CAST_AI(a, b)
Definition: ScriptedCreature.h:28
@ TEMPSUMMON_TIMED_OR_DEAD_DESPAWN
Definition: Object.h:42
static Location SpawnLocation[]
Definition: zone_shadowmoon_valley.cpp:852
static WaveDataCreature WavesInfo[]
Definition: zone_shadowmoon_valley.cpp:879
Definition: Creature.h:46
void SetDisplayId(uint32 modelId) override
Definition: Creature.cpp:3405
CreatureAI * AI() const
Definition: Creature.h:135
static ObjectGuid GetGUID(Object const *o)
Definition: Object.h:106
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:2318
MotionMaster * GetMotionMaster()
Definition: Unit.h:2262
void MovePoint(uint32 id, const Position &pos, bool generatePath=true, bool forceDestination=true)
Definition: MotionMaster.h:210
float y
Definition: zone_shadowmoon_valley.cpp:848
float o
Definition: zone_shadowmoon_valley.cpp:848
float z
Definition: zone_shadowmoon_valley.cpp:848
float x
Definition: zone_shadowmoon_valley.cpp:848
uint8 UsedSpawnPoint
Definition: zone_shadowmoon_valley.cpp:875
uint32 YellTimer
Definition: zone_shadowmoon_valley.cpp:876
uint32 SpawnTimer
Definition: zone_shadowmoon_valley.cpp:876
uint8 SpawnCount
Definition: zone_shadowmoon_valley.cpp:875
Definition: zone_shadowmoon_valley.cpp:920
Definition: zone_shadowmoon_valley.cpp:1225

References Creature::AI(), AnnounceTimer, CAST_AI, Object::GetGUID(), Unit::GetMotionMaster(), ObjectAccessor::GetPlayer(), LiveCount, ScriptedAI::me, MotionMaster::MovePoint(), Location::o, PlayerGUID, Creature::SetDisplayId(), WaveDataCreature::SpawnCount, SpawnLocation, WaveDataCreature::SpawnTimer, WorldObject::SummonCreature(), TEMPSUMMON_TIMED_OR_DEAD_DESPAWN, WaveDataCreature::UsedSpawnPoint, WaveCount, WavesInfo, WaveTimer, Location::x, Location::y, WaveDataCreature::YellTimer, and Location::z.

Referenced by UpdateAI().

◆ UpdateAI()

void npc_lord_illidan_stormrage::npc_lord_illidan_stormrageAI::UpdateAI ( uint32  diff)
inlineoverridevirtual

Reimplemented from ScriptedAI.

1182 {
1183 if (!PlayerGUID || !EventStarted)
1184 return;
1185
1186 if (!LiveCount && WaveCount < 4)
1187 {
1188 if (!Announced && AnnounceTimer <= diff)
1189 {
1190 Announced = true;
1191 }
1192 else
1193 AnnounceTimer -= diff;
1194
1195 if (WaveTimer <= diff)
1196 {
1198 }
1199 else
1200 WaveTimer -= diff;
1201 }
1203
1204 if (Failed)
1206 }
virtual void EnterEvadeMode(EvadeReason why=EVADE_REASON_OTHER)
Definition: CreatureAI.cpp:197
void SummonNextWave()
Definition: zone_shadowmoon_valley.cpp:1336
void CheckEventFail()
Definition: zone_shadowmoon_valley.cpp:1118

References Announced, AnnounceTimer, CheckEventFail(), CreatureAI::EnterEvadeMode(), EventStarted, Failed, LiveCount, PlayerGUID, SummonNextWave(), WaveCount, and WaveTimer.

Member Data Documentation

◆ Announced

bool npc_lord_illidan_stormrage::npc_lord_illidan_stormrageAI::Announced

Referenced by LiveCounter(), Reset(), and UpdateAI().

◆ AnnounceTimer

uint32 npc_lord_illidan_stormrage::npc_lord_illidan_stormrageAI::AnnounceTimer

Referenced by Reset(), SummonNextWave(), and UpdateAI().

◆ EventStarted

bool npc_lord_illidan_stormrage::npc_lord_illidan_stormrageAI::EventStarted

Referenced by Reset(), and UpdateAI().

◆ Failed

bool npc_lord_illidan_stormrage::npc_lord_illidan_stormrageAI::Failed

Referenced by CheckEventFail(), Reset(), and UpdateAI().

◆ LiveCount

int8 npc_lord_illidan_stormrage::npc_lord_illidan_stormrageAI::LiveCount

◆ PlayerGUID

ObjectGuid npc_lord_illidan_stormrage::npc_lord_illidan_stormrageAI::PlayerGUID

◆ WaveCount

uint8 npc_lord_illidan_stormrage::npc_lord_illidan_stormrageAI::WaveCount

Referenced by Reset(), SummonNextWave(), and UpdateAI().

◆ WaveTimer

uint32 npc_lord_illidan_stormrage::npc_lord_illidan_stormrageAI::WaveTimer

Referenced by Reset(), SummonNextWave(), and UpdateAI().