TrinityCore
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This is the complete list of members for npc_firebomb::npc_firebombAI, including all inherited members.
_boundary | CreatureAI | protected |
_EnterEvadeMode(EvadeReason why=EVADE_REASON_OTHER) | CreatureAI | protected |
_instance | npc_firebomb::npc_firebombAI | private |
AISpellInfo | UnitAI | static |
AttackedBy(Unit *) | CreatureAI | inlinevirtual |
AttackStart(Unit *) override | ScriptedAI | virtual |
AttackStartCaster(Unit *victim, float dist) | UnitAI | |
AttackStartNoMove(Unit *target) | ScriptedAI | |
CanAIAttack(Unit const *) const | UnitAI | inlinevirtual |
CanRespawn() | CreatureAI | inlinevirtual |
CanSeeAlways(WorldObject const *) | CreatureAI | inlinevirtual |
CheckBoundary(Position const *who=nullptr) const | CreatureAI | protected |
CheckInRoom() | CreatureAI | virtual |
CorpseRemoved(uint32 &) | CreatureAI | inlinevirtual |
CreatureAI(Creature *creature) | CreatureAI | inlineexplicit |
DamageDealt(Unit *, uint32 &, DamageEffectType) | UnitAI | inlinevirtual |
DamageTaken(Unit *, uint32 &) override | ScriptedAI | inlinevirtual |
DoAction(int32) | UnitAI | inlinevirtual |
DoCast(uint32 spellId) | UnitAI | |
DoCast(Unit *victim, uint32 spellId, bool triggered=false) | UnitAI | |
DoCastAOE(uint32 spellId, bool triggered=false) | UnitAI | |
DoCastSpell(Unit *target, SpellInfo const *spellInfo, bool triggered=false) | ScriptedAI | |
DoCastVictim(uint32 spellId, bool triggered=false) | UnitAI | |
DoFindFriendlyCC(float range) | ScriptedAI | |
DoFindFriendlyMissingBuff(float range, uint32 spellId) | ScriptedAI | |
DoGetThreat(Unit *unit) | ScriptedAI | |
DoMeleeAttackIfReady() | UnitAI | |
DoModifyThreatPercent(Unit *unit, int32 pct) | ScriptedAI | |
DoPlaySoundToSet(WorldObject *source, uint32 soundId) | ScriptedAI | |
DoResetThreat() | 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 spellId) | 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) | CreatureAI | protected |
DoSummon(uint32 entry, WorldObject *obj, float radius=5.0f, uint32 despawnTime=30000, TempSummonType summonType=TEMPSUMMON_CORPSE_TIMED_DESPAWN) | CreatureAI | protected |
DoSummonFlyer(uint32 entry, WorldObject *obj, float flightZ, float radius=5.0f, uint32 despawnTime=30000, TempSummonType summonType=TEMPSUMMON_CORPSE_TIMED_DESPAWN) | CreatureAI | protected |
DoTeleportAll(float x, float y, float z, float o) | ScriptedAI | |
DoTeleportPlayer(Unit *unit, float x, float y, float z, float o) | ScriptedAI | |
DoTeleportTo(float x, float y, float z, uint32 time=0) | ScriptedAI | |
DoTeleportTo(float const pos[4]) | ScriptedAI | |
DoZoneInCombat(Creature *creature=NULL, float maxRangeToNearestTarget=50.0f) | CreatureAI | |
DUNGEON_MODE(const T &normal5, const T &heroic10) const | ScriptedAI | inline |
EnterCombat(Unit *) override | ScriptedAI | inlinevirtual |
EnterEvadeMode(EvadeReason why=EVADE_REASON_OTHER) | CreatureAI | virtual |
EVADE_REASON_BOUNDARY enum value | CreatureAI | |
EVADE_REASON_NO_HOSTILES enum value | CreatureAI | |
EVADE_REASON_OTHER enum value | CreatureAI | |
EVADE_REASON_SEQUENCE_BREAK enum value | CreatureAI | |
EvadeReason enum name | CreatureAI | |
FillAISpellInfo() | UnitAI | static |
GetBoundary() const | CreatureAI | inline |
GetData(uint32) const | UnitAI | inlinevirtual |
GetDifficulty() const | ScriptedAI | inline |
GetGUID(int32=0) const | UnitAI | inlinevirtual |
GetPlayerAtMinimumRange(float minRange) | ScriptedAI | |
HealDone(Unit *, uint32 &) | UnitAI | inlinevirtual |
HealReceived(Unit *, uint32 &) | UnitAI | inlinevirtual |
HealthAbovePct(uint32 pct) const | ScriptedAI | inline |
HealthBelowPct(uint32 pct) const | ScriptedAI | inline |
InitializeAI() | UnitAI | inlinevirtual |
Is25ManRaid() const | ScriptedAI | inline |
IsCombatMovementAllowed() const | ScriptedAI | inline |
IsEscorted() const | CreatureAI | inlinevirtual |
IsFleeing | ScriptedAI | |
IsHeroic() const | ScriptedAI | inline |
IsSummonedBy(Unit *) | CreatureAI | inlinevirtual |
JustDied(Unit *) override | ScriptedAI | inlinevirtual |
JustReachedHome() | CreatureAI | inlinevirtual |
JustRespawned() | CreatureAI | inlinevirtual |
JustSummoned(Creature *) override | ScriptedAI | inlinevirtual |
KilledUnit(Unit *) override | ScriptedAI | inlinevirtual |
me | CreatureAI | protected |
MoveInLineOfSight(Unit *) | CreatureAI | protectedvirtual |
MoveInLineOfSight_Safe(Unit *who) | CreatureAI | |
MovementInform(uint32, uint32) | CreatureAI | inlinevirtual |
npc_firebombAI(Creature *creature) | npc_firebomb::npc_firebombAI | inline |
OnCharmed(bool apply) override | CreatureAI | virtual |
OnPossess(bool) | ScriptedAI | inline |
OnSpellClick(Unit *, bool &) | CreatureAI | inlinevirtual |
OwnerAttacked(Unit *) | CreatureAI | inlinevirtual |
OwnerAttackedBy(Unit *) | CreatureAI | inlinevirtual |
PassengerBoarded(Unit *, int8, bool) | CreatureAI | inlinevirtual |
RAID_MODE(const T &normal10, const T &normal25) const | ScriptedAI | inline |
RAID_MODE(const T &normal10, const T &normal25, const T &heroic10, const T &heroic25) const | ScriptedAI | inline |
ReceiveEmote(Player *, uint32) | CreatureAI | inlinevirtual |
Reset() override | npc_firebomb::npc_firebombAI | inlinevirtual |
ScriptedAI(Creature *creature) | ScriptedAI | explicit |
SelectSpell(Unit *target, uint32 school, uint32 mechanic, SelectTargetType targets, float rangeMin, float rangeMax, SelectEffect effect) | ScriptedAI | |
SelectTarget(SelectAggroTarget targetType, uint32 position=0, float dist=0.0f, bool playerOnly=false, int32 aura=0) | UnitAI | |
SelectTarget(SelectAggroTarget targetType, uint32 position, PREDICATE const &predicate) | UnitAI | inline |
SelectTargetList(std::list< Unit * > &targetList, uint32 num, SelectAggroTarget targetType, float dist=0.0f, bool playerOnly=false, int32 aura=0) | UnitAI | |
SelectTargetList(std::list< Unit * > &targetList, PREDICATE const &predicate, uint32 maxTargets, SelectAggroTarget targetType) | UnitAI | inline |
SetBoundary(CreatureBoundary const *boundary) | CreatureAI | inlineprotected |
SetCombatMovement(bool allowMovement) | ScriptedAI | |
SetData(uint32, uint32) | UnitAI | inlinevirtual |
SetEquipmentSlots(bool loadDefault, int32 mainHand=EQUIP_NO_CHANGE, int32 offHand=EQUIP_NO_CHANGE, int32 ranged=EQUIP_NO_CHANGE) | ScriptedAI | |
SetGazeOn(Unit *target) | CreatureAI | protected |
SetGUID(ObjectGuid, int32=0) | UnitAI | inlinevirtual |
sGossipHello(Player *) | UnitAI | inlinevirtual |
sGossipSelect(Player *, uint32, uint32) | UnitAI | inlinevirtual |
sGossipSelectCode(Player *, uint32, uint32, char const *) | UnitAI | inlinevirtual |
sOnDummyEffect(Unit *, uint32, SpellEffIndex) | UnitAI | inlinevirtual |
sOnGameEvent(bool, uint16) | UnitAI | inlinevirtual |
SpellHit(Unit *, SpellInfo const *) override | ScriptedAI | inlinevirtual |
SpellHitTarget(Unit *, SpellInfo const *) override | ScriptedAI | inlinevirtual |
SpellInterrupted(uint32, uint32) | UnitAI | inlinevirtual |
sQuestAccept(Player *, Quest const *) | UnitAI | inlinevirtual |
sQuestReward(Player *, Quest const *, uint32) | UnitAI | inlinevirtual |
sQuestSelect(Player *, Quest const *) | UnitAI | inlinevirtual |
SummonedCreatureDespawn(Creature *) override | ScriptedAI | inlinevirtual |
SummonedCreatureDies(Creature *, Unit *) | CreatureAI | inlinevirtual |
Talk(uint8 id, WorldObject const *whisperTarget=nullptr) | CreatureAI | |
TriggerAlert(Unit const *who) const | CreatureAI | |
UnitAI(Unit *unit) | UnitAI | inlineexplicit |
UpdateAI(uint32) override | npc_firebomb::npc_firebombAI | inlinevirtual |
UpdateVictim() | CreatureAI | protected |
UpdateVictimWithGaze() | CreatureAI | protected |
VisualizeBoundary(uint32 duration, Unit *owner=nullptr, bool fill=false) const | CreatureAI | |
~CreatureAI() | CreatureAI | inlinevirtual |
~ScriptedAI() | ScriptedAI | inlinevirtual |
~UnitAI() | UnitAI | inlinevirtual |