AzerothCore 3.3.5a
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npc_lord_gregor_lescovar::npc_lord_gregor_lescovarAI Struct Reference
Inheritance diagram for npc_lord_gregor_lescovar::npc_lord_gregor_lescovarAI:
npc_escortAI ScriptedAI CreatureAI UnitAI

Public Member Functions

 npc_lord_gregor_lescovarAI (Creature *creature)
 
void Reset () override
 
void EnterEvadeMode (EvadeReason) override
 
void JustEngagedWith (Unit *who) override
 Called for reaction when initially engaged. More...
 
void WaypointReached (uint32 waypointId) override
 
void DoGuardsDisappearAndDie ()
 
void UpdateAI (uint32 uiDiff) override
 Use to start attacking a target. Called just before JustEngagedWith() More...
 
- Public Member Functions inherited from npc_escortAI
 npc_escortAI (Creature *creature)
 
 ~npc_escortAI () override
 
void AttackStart (Unit *who) override
 
void MoveInLineOfSight (Unit *who) override
 
void JustDied (Unit *) override
 
void JustRespawned () override
 
void ReturnToLastPoint ()
 
void EnterEvadeMode (EvadeReason=EVADE_REASON_OTHER) override
 
void UpdateAI (uint32 diff) override
 Use to start attacking a target. Called just before JustEngagedWith() More...
 
virtual void UpdateEscortAI (uint32 diff)
 
void MovementInform (uint32, uint32) override
 
void AddWaypoint (uint32 id, float x, float y, float z, uint32 waitTime=0)
 
bool SetNextWaypoint (uint32 pointId, float x, float y, float z, float orientation)
 
bool SetNextWaypoint (uint32 pointId, bool setPosition=true)
 
bool GetWaypointPosition (uint32 pointId, float &x, float &y, float &z)
 
void GenerateWaypointArray (Movement::PointsArray *points)
 
virtual void WaypointReached (uint32 pointId)=0
 
virtual void WaypointStart (uint32)
 
void Start (bool isActiveAttacker=true, bool run=false, ObjectGuid playerGUID=ObjectGuid::Empty, Quest const *quest=nullptr, bool instantRespawn=false, bool canLoopPath=false, bool resetWaypoints=true)
 
void SetRun (bool on=true)
 
void SetEscortPaused (bool on)
 
bool HasEscortState (uint32 escortState)
 
bool IsEscorted () override
 
void SetMaxPlayerDistance (float newMax)
 
float GetMaxPlayerDistance ()
 
void SetDespawnAtEnd (bool despawn)
 
void SetDespawnAtFar (bool despawn)
 
bool GetAttack ()
 
void SetCanAttack (bool attack)
 
ObjectGuid GetEventStarterGUID ()
 
void AddEscortState (uint32 escortState)
 
void RemoveEscortState (uint32 escortState)
 
- 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) More...
 
void UpdateAI (uint32 diff) override
 Use to start attacking a target. Called just before JustEngagedWith() More...
 
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. More...
 
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=0s, uint32 uniqueId=0)
 
void ScheduleTimedEvent (Milliseconds timerMax, std::function< void()> exec, Milliseconds repeatMin, Milliseconds repeatMax=0s, 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
 
- 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. More...
 
void Talk (uint8 id, Milliseconds delay)
 
 CreatureAI (Creature *creature)
 
 ~CreatureAI () override
 
void MoveCircleChecks ()
 
void MoveBackwardsChecks ()
 
void MoveInLineOfSight_Safe (Unit *who)
 == Reactions At ================================= More...
 
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. More...
 
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 SummonedCreatureEvade (Creature *)
 
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
 Called when unit is charmed. More...
 
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 ================== More...
 
virtual void PassengerBoarded (Unit *, int8, bool)
 == Fields ======================================= More...
 
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 *)
 
virtual void OnAuraRemove (AuraApplication *, AuraRemoveMode)
 
- 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
 Use to start attacking a target. Called just before JustEngagedWith() More...
 
virtual void InitializeAI ()
 
virtual void Reset ()
 
virtual void OnCharmed (bool apply)=0
 Called when unit is charmed. More...
 
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)
 Select the best (up to) <num> targets (in <targetType> order) from the threat list that fulfill the following: More...
 
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. More...
 
virtual void JustExitedCombat ()
 Called when the unit leaves combat. More...
 
virtual void DamageDealt (Unit *, uint32 &, DamageEffectType)
 Called at any Damage to any victim (before damage apply) More...
 
virtual void DamageTaken (Unit *, uint32 &, DamageEffectType, SpellSchoolMask)
 Called at any Damage from any attacker (before damage apply) More...
 
virtual void HealReceived (Unit *, uint32 &)
 Called when the creature receives heal. More...
 
virtual void OnPowerUpdate (Powers, int32, int32, uint32)
 Called when the creature power updates. More...
 
virtual void HealDone (Unit *, uint32 &)
 Called when the unit heals. More...
 
virtual void OnCalculateMeleeDamageReceived (uint32 &, Unit *)
 Called during damage calculations. More...
 
virtual void OnCalculateSpellDamageReceived (int32 &, Unit *)
 
virtual void OnCalculatePeriodicTickReceived (uint32 &, Unit *)
 Called during calculation when receiving periodic healing or damage (DoT or HoT) More...
 
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. More...
 
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. More...
 
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. More...
 
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. More...
 
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

uint32 uiTimer
 
uint32 uiPhase
 
ObjectGuid MarzonGUID
 
- Public Attributes inherited from ScriptedAI
Creatureme
 

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 npc_escortAI
PlayerGetPlayerForEscort ()
 
- 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_lord_gregor_lescovarAI()

npc_lord_gregor_lescovar::npc_lord_gregor_lescovarAI::npc_lord_gregor_lescovarAI ( Creature creature)
inline
71: npc_escortAI(creature) { }
Definition: ScriptedEscortAI.h:53

Member Function Documentation

◆ DoGuardsDisappearAndDie()

void npc_lord_gregor_lescovar::npc_lord_gregor_lescovarAI::DoGuardsDisappearAndDie ( )
inline
130 {
131 std::list<Creature*> GuardList;
133 if (!GuardList.empty())
134 {
135 for (std::list<Creature*>::const_iterator itr = GuardList.begin(); itr != GuardList.end(); ++itr)
136 {
137 if (Creature* pGuard = *itr)
138 pGuard->DisappearAndDie();
139 }
140 }
141 }
@ NPC_STORMWIND_ROYAL
Definition: zone_stormwind_city.cpp:52
Creature * me
Definition: ScriptedCreature.h:280
Definition: Creature.h:46
void GetCreatureListWithEntryInGrid(std::list< Creature * > &lList, uint32 uiEntry, float fMaxSearchRange) const
Definition: Object.cpp:2500

References WorldObject::GetCreatureListWithEntryInGrid(), ScriptedAI::me, and NPC_STORMWIND_ROYAL.

Referenced by UpdateAI().

◆ EnterEvadeMode()

void npc_lord_gregor_lescovar::npc_lord_gregor_lescovarAI::EnterEvadeMode ( EvadeReason  )
inlineoverridevirtual

Reimplemented from npc_escortAI.

87 {
89
91 {
92 if (pMarzon->IsAlive())
93 pMarzon->DisappearAndDie();
94 }
95 }
Creature * GetCreature(WorldObject const &u, ObjectGuid const guid)
Definition: ObjectAccessor.cpp:213
void DisappearAndDie()
Definition: Creature.cpp:371
ObjectGuid MarzonGUID
Definition: zone_stormwind_city.cpp:76

References Creature::DisappearAndDie(), ObjectAccessor::GetCreature(), MarzonGUID, and ScriptedAI::me.

◆ JustEngagedWith()

void npc_lord_gregor_lescovar::npc_lord_gregor_lescovarAI::JustEngagedWith ( Unit )
inlineoverridevirtual

Called for reaction when initially engaged.

Reimplemented from ScriptedAI.

98 {
100 {
101 if (pMarzon->IsAlive() && !pMarzon->IsInCombat())
102 pMarzon->AI()->AttackStart(who);
103 }
104 }

References ObjectAccessor::GetCreature(), MarzonGUID, and ScriptedAI::me.

◆ Reset()

void npc_lord_gregor_lescovar::npc_lord_gregor_lescovarAI::Reset ( )
inlineoverridevirtual

Reimplemented from ScriptedAI.

79 {
80 uiTimer = 0;
81 uiPhase = 0;
82
84 }
void Clear()
Definition: ObjectGuid.h:138
uint32 uiPhase
Definition: zone_stormwind_city.cpp:74
uint32 uiTimer
Definition: zone_stormwind_city.cpp:73

References ObjectGuid::Clear(), MarzonGUID, uiPhase, and uiTimer.

◆ UpdateAI()

void npc_lord_gregor_lescovar::npc_lord_gregor_lescovarAI::UpdateAI ( uint32  )
inlineoverridevirtual

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

Reimplemented from npc_escortAI.

144 {
145 if (uiPhase)
146 {
147 if (uiTimer <= uiDiff)
148 {
149 switch (uiPhase)
150 {
151 case 1:
152 if (Creature* pGuard = me->FindNearestCreature(NPC_STORMWIND_ROYAL, 8.0f, true))
153 pGuard->AI()->Talk(SAY_GUARD_2);
154 uiTimer = 3000;
155 uiPhase = 2;
156 break;
157 case 2:
159 uiTimer = 2000;
160 uiPhase = 3;
161 break;
162 case 3:
163 SetEscortPaused(false);
164 uiTimer = 0;
165 uiPhase = 0;
166 break;
167 case 4:
169 uiTimer = 0;
170 uiPhase = 0;
171 break;
172 case 5:
174 pMarzon->AI()->Talk(SAY_MARZON_1);
175 uiTimer = 3000;
176 uiPhase = 6;
177 break;
178 case 6:
180 if (Player* player = GetPlayerForEscort())
181 player->GroupEventHappens(QUEST_THE_ATTACK, me);
182 uiTimer = 2000;
183 uiPhase = 7;
184 break;
185 case 7:
186 if (Creature* pTyrion = me->FindNearestCreature(NPC_TYRION, 20.0f, true))
187 pTyrion->AI()->Talk(SAY_TYRION_2);
189 pMarzon->SetFaction(FACTION_MONSTER);
191 uiTimer = 0;
192 uiPhase = 0;
193 break;
194 }
195 }
196 else uiTimer -= uiDiff;
197 }
199
200 if (!UpdateVictim())
201 return;
202
204 }
@ QUEST_THE_ATTACK
Definition: zone_stormwind_city.cpp:56
@ SAY_LESCOVAR_4
Definition: zone_stormwind_city.cpp:47
@ SAY_TYRION_2
Definition: zone_stormwind_city.cpp:50
@ NPC_TYRION
Definition: zone_stormwind_city.cpp:54
@ SAY_GUARD_2
Definition: zone_stormwind_city.cpp:44
@ SAY_LESCOVAR_3
Definition: zone_stormwind_city.cpp:46
@ SAY_MARZON_1
Definition: zone_stormwind_city.cpp:48
Talk
Definition: hyjal.cpp:82
@ FACTION_MONSTER
Definition: SharedDefines.h:195
void DoMeleeAttackIfReady()
Definition: UnitAI.cpp:39
bool UpdateVictim()
Definition: CreatureAI.cpp:269
void UpdateAI(uint32 diff) override
Use to start attacking a target. Called just before JustEngagedWith()
Definition: ScriptedEscortAI.cpp:240
Player * GetPlayerForEscort()
Definition: ScriptedEscortAI.h:114
void SetEscortPaused(bool on)
Definition: ScriptedEscortAI.cpp:523
Creature * FindNearestCreature(uint32 entry, float range, bool alive=true) const
Definition: Object.cpp:2446
Definition: Player.h:1064
void SetFaction(uint32 faction)
Definition: Unit.cpp:10018
void DoGuardsDisappearAndDie()
Definition: zone_stormwind_city.cpp:129

References DoGuardsDisappearAndDie(), UnitAI::DoMeleeAttackIfReady(), FACTION_MONSTER, WorldObject::FindNearestCreature(), ObjectAccessor::GetCreature(), npc_escortAI::GetPlayerForEscort(), MarzonGUID, ScriptedAI::me, NPC_STORMWIND_ROYAL, NPC_TYRION, QUEST_THE_ATTACK, SAY_GUARD_2, SAY_LESCOVAR_3, SAY_LESCOVAR_4, SAY_MARZON_1, SAY_TYRION_2, npc_escortAI::SetEscortPaused(), Unit::SetFaction(), uiPhase, uiTimer, npc_escortAI::UpdateAI(), and CreatureAI::UpdateVictim().

◆ WaypointReached()

void npc_lord_gregor_lescovar::npc_lord_gregor_lescovarAI::WaypointReached ( uint32  waypointId)
inlineoverridevirtual

Implements npc_escortAI.

107 {
108 switch (waypointId)
109 {
110 case 14:
111 SetEscortPaused(true);
113 uiTimer = 3000;
114 uiPhase = 1;
115 break;
116 case 16:
117 SetEscortPaused(true);
118 if (Creature* pMarzon = me->SummonCreature(NPC_MARZON_BLADE, -8411.360352f, 480.069733f, 123.760895f, 4.941504f, TEMPSUMMON_CORPSE_TIMED_DESPAWN, 1000))
119 {
120 pMarzon->GetMotionMaster()->MovePoint(0, -8408.000977f, 468.611450f, 123.759903f);
121 MarzonGUID = pMarzon->GetGUID();
122 }
123 uiTimer = 2000;
124 uiPhase = 4;
125 break;
126 }
127 }
@ TEMPSUMMON_CORPSE_TIMED_DESPAWN
Definition: Object.h:50
@ NPC_MARZON_BLADE
Definition: zone_stormwind_city.cpp:53
@ SAY_LESCOVAR_2
Definition: zone_stormwind_city.cpp:45
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:2355

References MarzonGUID, ScriptedAI::me, NPC_MARZON_BLADE, SAY_LESCOVAR_2, npc_escortAI::SetEscortPaused(), WorldObject::SummonCreature(), TEMPSUMMON_CORPSE_TIMED_DESPAWN, uiPhase, and uiTimer.

Member Data Documentation

◆ MarzonGUID

ObjectGuid npc_lord_gregor_lescovar::npc_lord_gregor_lescovarAI::MarzonGUID

◆ uiPhase

uint32 npc_lord_gregor_lescovar::npc_lord_gregor_lescovarAI::uiPhase

◆ uiTimer

uint32 npc_lord_gregor_lescovar::npc_lord_gregor_lescovarAI::uiTimer