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boss_garr::boss_garrAI Member List

This is the complete list of members for boss_garr::boss_garrAI, including all inherited members.

_boundaryCreatureAIprotected
_DespawnAtEvade()BossAIprotected
_EnterCombat()BossAIprotected
_EnterEvadeMode(EvadeReason why=EVADE_REASON_OTHER)CreatureAIprotected
_JustDied()BossAIprotected
_JustReachedHome()BossAIinlineprotected
_Reset()BossAIprotected
AISpellInfoUnitAIstatic
AttackedBy(Unit *)CreatureAIinlinevirtual
AttackStart(Unit *) overrideScriptedAIvirtual
AttackStartCaster(Unit *victim, float dist)UnitAI
AttackStartNoMove(Unit *target)ScriptedAI
boss_garrAI(Creature *creature)boss_garr::boss_garrAIinline
BossAI(Creature *creature, uint32 bossId)BossAI
CanAIAttack(Unit const *target) const overrideBossAIinlinevirtual
CanRespawn()CreatureAIinlinevirtual
CanSeeAlways(WorldObject const *)CreatureAIinlinevirtual
CheckBoundary(Position const *who=nullptr) const CreatureAIprotected
CheckInRoom()CreatureAIvirtual
CorpseRemoved(uint32 &)CreatureAIinlinevirtual
CreatureAI(Creature *creature)CreatureAIinlineexplicit
DamageDealt(Unit *, uint32 &, DamageEffectType)UnitAIinlinevirtual
DamageTaken(Unit *, uint32 &) overrideScriptedAIinlinevirtual
DoAction(int32)UnitAIinlinevirtual
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)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
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 ScriptedAIinline
EnterCombat(Unit *victim) overrideboss_garr::boss_garrAIinlinevirtual
EnterEvadeMode(EvadeReason why=EVADE_REASON_OTHER)CreatureAIvirtual
EVADE_REASON_BOUNDARY enum valueCreatureAI
EVADE_REASON_NO_HOSTILES enum valueCreatureAI
EVADE_REASON_OTHER enum valueCreatureAI
EVADE_REASON_SEQUENCE_BREAK enum valueCreatureAI
EvadeReason enum nameCreatureAI
eventsBossAIprotected
ExecuteEvent(uint32)BossAIinlinevirtual
FillAISpellInfo()UnitAIstatic
GetBoundary() const CreatureAIinline
GetData(uint32) const UnitAIinlinevirtual
GetDifficulty() const ScriptedAIinline
GetGUID(int32=0) const UnitAIinlinevirtual
GetPlayerAtMinimumRange(float minRange)ScriptedAI
HealDone(Unit *, uint32 &)UnitAIinlinevirtual
HealReceived(Unit *, uint32 &)UnitAIinlinevirtual
HealthAbovePct(uint32 pct) const ScriptedAIinline
HealthBelowPct(uint32 pct) const ScriptedAIinline
InitializeAI()UnitAIinlinevirtual
instanceBossAI
Is25ManRaid() const ScriptedAIinline
IsCombatMovementAllowed() const ScriptedAIinline
IsEscorted() const CreatureAIinlinevirtual
IsFleeingScriptedAI
IsHeroic() const ScriptedAIinline
IsSummonedBy(Unit *)CreatureAIinlinevirtual
JustDied(Unit *) overrideBossAIinlinevirtual
JustReachedHome() overrideBossAIinlinevirtual
JustRespawned()CreatureAIinlinevirtual
JustSummoned(Creature *summon) overrideBossAIvirtual
KilledUnit(Unit *) overrideScriptedAIinlinevirtual
meCreatureAIprotected
MoveInLineOfSight(Unit *)CreatureAIprotectedvirtual
MoveInLineOfSight_Safe(Unit *who)CreatureAI
MovementInform(uint32, uint32)CreatureAIinlinevirtual
OnCharmed(bool apply) overrideCreatureAIvirtual
OnPossess(bool)ScriptedAIinline
OnSpellClick(Unit *, bool &)CreatureAIinlinevirtual
OwnerAttacked(Unit *)CreatureAIinlinevirtual
OwnerAttackedBy(Unit *)CreatureAIinlinevirtual
PassengerBoarded(Unit *, int8, bool)CreatureAIinlinevirtual
RAID_MODE(const T &normal10, const T &normal25) const ScriptedAIinline
RAID_MODE(const T &normal10, const T &normal25, const T &heroic10, const T &heroic25) const ScriptedAIinline
ReceiveEmote(Player *, uint32)CreatureAIinlinevirtual
Reset() overrideBossAIinlinevirtual
schedulerBossAIprotected
ScheduleTasks()BossAIinlinevirtual
ScriptedAI(Creature *creature)ScriptedAIexplicit
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)UnitAIinline
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)UnitAIinline
SetBoundary(CreatureBoundary const *boundary)CreatureAIinlineprotected
SetCombatMovement(bool allowMovement)ScriptedAI
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
sGossipHello(Player *)UnitAIinlinevirtual
sGossipSelect(Player *, uint32, uint32)UnitAIinlinevirtual
sGossipSelectCode(Player *, uint32, uint32, char const *)UnitAIinlinevirtual
sOnDummyEffect(Unit *, uint32, SpellEffIndex)UnitAIinlinevirtual
sOnGameEvent(bool, uint16)UnitAIinlinevirtual
SpellHit(Unit *, SpellInfo const *) overrideScriptedAIinlinevirtual
SpellHitTarget(Unit *, SpellInfo const *) overrideScriptedAIinlinevirtual
SpellInterrupted(uint32, uint32)UnitAIinlinevirtual
sQuestAccept(Player *, Quest const *)UnitAIinlinevirtual
sQuestReward(Player *, Quest const *, uint32)UnitAIinlinevirtual
sQuestSelect(Player *, Quest const *)UnitAIinlinevirtual
SummonedCreatureDespawn(Creature *summon) overrideBossAIvirtual
SummonedCreatureDies(Creature *, Unit *)CreatureAIinlinevirtual
summonsBossAIprotected
Talk(uint8 id, WorldObject const *whisperTarget=nullptr)CreatureAI
TeleportCheaters()BossAIprotected
TriggerAlert(Unit const *who) const CreatureAI
UnitAI(Unit *unit)UnitAIinlineexplicit
UpdateAI(uint32 diff) overrideboss_garr::boss_garrAIinlinevirtual
UpdateVictim()CreatureAIprotected
UpdateVictimWithGaze()CreatureAIprotected
VisualizeBoundary(uint32 duration, Unit *owner=nullptr, bool fill=false) const CreatureAI
~BossAI()BossAIinlinevirtual
~CreatureAI()CreatureAIinlinevirtual
~ScriptedAI()ScriptedAIinlinevirtual
~UnitAI()UnitAIinlinevirtual