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boss_noth::boss_nothAI Struct Reference

Public Member Functions

 boss_nothAI (Creature *creature)
 
void EnterEvadeMode (EvadeReason) override
 
void Reset () override
 
void EnterCombat (Unit *) override
 
void EnterPhaseGround ()
 
void KilledUnit (Unit *victim) override
 
void JustSummoned (Creature *summon) override
 
void JustDied (Unit *) override
 
void DamageTaken (Unit *, uint32 &damage) override
 
void HandleSummon (uint32 *spellsList, const uint8 nSpells, uint8 num)
 
void CastSummon (uint8 nWarrior, uint8 nChampion, uint8 nGuardian)
 
void UpdateAI (uint32 diff) override
 
- Public Member Functions inherited from BossAI
 BossAI (Creature *creature, uint32 bossId)
 
virtual ~BossAI ()
 
void SummonedCreatureDespawn (Creature *summon) override
 
virtual void ExecuteEvent (uint32)
 
virtual void ScheduleTasks ()
 
void JustReachedHome () override
 
bool CanAIAttack (Unit const *target) const override
 
- Public Member Functions inherited from ScriptedAI
 ScriptedAI (Creature *creature)
 
virtual ~ScriptedAI ()
 
void AttackStartNoMove (Unit *target)
 
void SpellHit (Unit *, SpellInfo const *) override
 
void SpellHitTarget (Unit *, SpellInfo const *) override
 
void OnPossess (bool)
 
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 DoResetThreat ()
 
float DoGetThreat (Unit *unit)
 
void DoModifyThreatPercent (Unit *unit, int32 pct)
 
void DoTeleportTo (float x, float y, float z, uint32 time=0)
 
void DoTeleportTo (float const pos[4])
 
void DoTeleportPlayer (Unit *unit, float x, float y, float z, float o)
 
void DoTeleportAll (float x, float y, float z, float o)
 
Unit * DoSelectLowestHpFriendly (float range, uint32 minHPDiff=1)
 
std::list< Creature * > DoFindFriendlyCC (float range)
 
std::list< Creature * > DoFindFriendlyMissingBuff (float range, uint32 spellId)
 
Player * GetPlayerAtMinimumRange (float minRange)
 
Creature * DoSpawnCreature (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, 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
 
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
 
- Public Member Functions inherited from CreatureAI
void Talk (uint8 id, WorldObject const *whisperTarget=nullptr)
 
 CreatureAI (Creature *creature)
 
virtual ~CreatureAI ()
 
void MoveInLineOfSight_Safe (Unit *who)
 == Reactions At ================================= More...
 
void TriggerAlert (Unit const *who) const
 
virtual bool CanRespawn ()
 
virtual void IsSummonedBy (Unit *)
 
virtual void SummonedCreatureDies (Creature *, Unit *)
 
virtual void AttackedBy (Unit *)
 
virtual bool IsEscorted () const
 
virtual void JustRespawned ()
 
virtual void MovementInform (uint32, uint32)
 
void OnCharmed (bool apply) override
 
void DoZoneInCombat (Creature *creature=NULL, float maxRangeToNearestTarget=50.0f)
 
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 void OnSpellClick (Unit *, bool &)
 
virtual bool CanSeeAlways (WorldObject const *)
 
int32 VisualizeBoundary (uint32 duration, Unit *owner=nullptr, bool fill=false) const
 
virtual bool CheckInRoom ()
 
CreatureBoundary const * GetBoundary () const
 
- Public Member Functions inherited from UnitAI
 UnitAI (Unit *unit)
 
virtual ~UnitAI ()
 
virtual void InitializeAI ()
 
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
 
Unit * SelectTarget (SelectAggroTarget targetType, uint32 position=0, float dist=0.0f, bool playerOnly=false, int32 aura=0)
 
template<class PREDICATE >
Unit * SelectTarget (SelectAggroTarget targetType, uint32 position, PREDICATE const &predicate)
 
void SelectTargetList (std::list< Unit * > &targetList, uint32 num, SelectAggroTarget targetType, float dist=0.0f, bool playerOnly=false, int32 aura=0)
 
template<class PREDICATE >
void SelectTargetList (std::list< Unit * > &targetList, PREDICATE const &predicate, uint32 maxTargets, SelectAggroTarget targetType)
 
virtual void DamageDealt (Unit *, uint32 &, DamageEffectType)
 
virtual void HealReceived (Unit *, uint32 &)
 
virtual void HealDone (Unit *, uint32 &)
 
virtual void SpellInterrupted (uint32, uint32)
 
void AttackStartCaster (Unit *victim, float dist)
 
void DoCast (uint32 spellId)
 
void DoCast (Unit *victim, uint32 spellId, bool triggered=false)
 
void DoCastVictim (uint32 spellId, bool triggered=false)
 
void DoCastAOE (uint32 spellId, bool triggered=false)
 
void DoMeleeAttackIfReady ()
 
bool DoSpellAttackIfReady (uint32 spellId)
 
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 sQuestReward (Player *, Quest const *, uint32)
 
virtual bool sOnDummyEffect (Unit *, uint32, SpellEffIndex)
 
virtual void sOnGameEvent (bool, uint16)
 

Private Attributes

uint32 balconyCount
 
bool justBlinked
 
uint32 _SummonWarriorSpells [N_WARRIOR_SPELLS]
 
uint32 _SummonChampionSpells [N_CHAMPION_SPELLS]
 
uint32 _SummonGuardianSpells [N_GUARDIAN_SPELLS]
 

Additional Inherited Members

- Public Types inherited from CreatureAI
enum  EvadeReason { EVADE_REASON_NO_HOSTILES, EVADE_REASON_BOUNDARY, EVADE_REASON_SEQUENCE_BREAK, EVADE_REASON_OTHER }
 
- Static Public Member Functions inherited from UnitAI
static void FillAISpellInfo ()
 
- Public Attributes inherited from BossAI
InstanceScript *const instance
 
- Public Attributes inherited from ScriptedAI
bool IsFleeing
 
- Static Public Attributes inherited from UnitAI
static AISpellInfoType * AISpellInfo
 
- Protected Member Functions inherited from BossAI
void _Reset ()
 
void _EnterCombat ()
 
void _JustDied ()
 
void _JustReachedHome ()
 
void _DespawnAtEvade ()
 
void TeleportCheaters ()
 
- Protected Member Functions inherited from CreatureAI
bool UpdateVictim ()
 
bool UpdateVictimWithGaze ()
 
void SetGazeOn (Unit *target)
 
Creature * DoSummon (uint32 entry, Position const &pos, uint32 despawnTime=30000, TempSummonType summonType=TEMPSUMMON_CORPSE_TIMED_DESPAWN)
 
Creature * DoSummon (uint32 entry, WorldObject *obj, float radius=5.0f, uint32 despawnTime=30000, TempSummonType summonType=TEMPSUMMON_CORPSE_TIMED_DESPAWN)
 
Creature * DoSummonFlyer (uint32 entry, WorldObject *obj, float flightZ, float radius=5.0f, uint32 despawnTime=30000, TempSummonType summonType=TEMPSUMMON_CORPSE_TIMED_DESPAWN)
 
bool CheckBoundary (Position const *who=nullptr) const
 
void SetBoundary (CreatureBoundary const *boundary)
 
virtual void MoveInLineOfSight (Unit *)
 
bool _EnterEvadeMode (EvadeReason why=EVADE_REASON_OTHER)
 
- Protected Attributes inherited from BossAI
EventMap events
 
SummonList summons
 
TaskScheduler scheduler
 
- Protected Attributes inherited from CreatureAI
Creature *const me
 
CreatureBoundary const * _boundary
 
- Protected Attributes inherited from UnitAI
Unit *const me
 

Constructor & Destructor Documentation

boss_noth::boss_nothAI::boss_nothAI ( Creature *  creature)
inline
82  : BossAI(creature, BOSS_NOTH), balconyCount(0), justBlinked(false)
83  {
87 
89  }
uint32 _SummonChampionSpells[N_CHAMPION_SPELLS]
Definition: boss_noth.cpp:328
void SetPhase(uint8 phase)
Definition: EventMap.cpp:27
uint32 _SummonGuardianSpells[N_GUARDIAN_SPELLS]
Definition: boss_noth.cpp:329
const uint32 SummonChampionSpells[N_CHAMPION_SPELLS]
Definition: boss_noth.cpp:70
Definition: boss_noth.cpp:24
Definition: boss_noth.cpp:65
Definition: naxxramas.h:30
Definition: boss_noth.cpp:66
const uint32 SummonGuardianSpells[N_GUARDIAN_SPELLS]
Definition: boss_noth.cpp:71
uint32 balconyCount
Definition: boss_noth.cpp:323
Definition: boss_noth.cpp:67
bool justBlinked
Definition: boss_noth.cpp:325
uint32 _SummonWarriorSpells[N_WARRIOR_SPELLS]
Definition: boss_noth.cpp:327
EventMap events
Definition: ScriptedCreature.h:371
const uint32 SummonWarriorSpells[N_WARRIOR_SPELLS]
Definition: boss_noth.cpp:69
BossAI(Creature *creature, uint32 bossId)
Definition: ScriptedCreature.cpp:444

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Member Function Documentation

void boss_noth::boss_nothAI::CastSummon ( uint8  nWarrior,
uint8  nChampion,
uint8  nGuardian 
)
inline
200  {
204  }
uint32 _SummonChampionSpells[N_CHAMPION_SPELLS]
Definition: boss_noth.cpp:328
uint32 _SummonGuardianSpells[N_GUARDIAN_SPELLS]
Definition: boss_noth.cpp:329
Definition: boss_noth.cpp:65
Definition: boss_noth.cpp:66
Definition: boss_noth.cpp:67
uint32 _SummonWarriorSpells[N_WARRIOR_SPELLS]
Definition: boss_noth.cpp:327
void HandleSummon(uint32 *spellsList, const uint8 nSpells, uint8 num)
Definition: boss_noth.cpp:186

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void boss_noth::boss_nothAI::DamageTaken ( Unit *  ,
uint32 &  damage 
)
inlineoverridevirtual

Reimplemented from ScriptedAI.

176  {
178  return;
179  if (damage < me->GetHealth())
180  return;
181 
182  me->SetHealth(1u);
183  damage = 0u;
184  }
bool IsInPhase(uint8 phase) const
Definition: EventMap.h:290
Creature *const me
Definition: CreatureAI.h:71
Definition: boss_noth.cpp:26
EventMap events
Definition: ScriptedCreature.h:371
void SetHealth(uint32 val)
Definition: Unit.cpp:11537

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void boss_noth::boss_nothAI::EnterCombat ( Unit *  )
inlineoverridevirtual

Reimplemented from BossAI.

118  {
119  _EnterCombat();
120  Talk(SAY_AGGRO);
122  }
Definition: boss_noth.cpp:43
void _EnterCombat()
Definition: ScriptedCreature.cpp:480
void EnterPhaseGround()
Definition: boss_noth.cpp:124
void Talk(uint8 id, WorldObject const *whisperTarget=nullptr)
Definition: CreatureAI.cpp:42

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void boss_noth::boss_nothAI::EnterEvadeMode ( EvadeReason  )
inlineoverridevirtual

Reimplemented from CreatureAI.

92  {
93  Reset(); // teleport back first
95  }
bool _EnterEvadeMode(EvadeReason why=EVADE_REASON_OTHER)
Definition: CreatureAI.cpp:255
void Reset() override
Definition: boss_noth.cpp:97

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void boss_noth::boss_nothAI::EnterPhaseGround ( )
inline
125  {
127 
128  DoZoneInCombat();
129 
131  Reset();
132  else
133  {
134  uint8 secondsGround;
135  switch (balconyCount)
136  {
137  case 0:
138  secondsGround = 90;
139  break;
140  case 1:
141  secondsGround = 110;
142  break;
143  case 2:
144  default:
145  secondsGround = 180;
146  }
149  events.ScheduleEvent(EVENT_CURSE, urand(10,25) * IN_MILLISECONDS, 0, PHASE_GROUND);
150  events.ScheduleEvent(EVENT_WARRIOR, urand(20,30) * IN_MILLISECONDS, 0, PHASE_GROUND);
152  events.ScheduleEvent(EVENT_BLINK, urand(20,30) * IN_MILLISECONDS, 0, PHASE_GROUND);
153  }
154  }
Definition: boss_noth.cpp:31
void SetPhase(uint8 phase)
Definition: EventMap.cpp:27
Definition: boss_noth.cpp:33
void DoZoneInCombat(Creature *creature=NULL, float maxRangeToNearestTarget=50.0f)
Definition: CreatureAI.cpp:47
bool isThreatListEmpty() const
Definition: ThreatManager.h:220
Definition: boss_noth.cpp:38
Difficulty GetDifficulty() const
Definition: ScriptedCreature.h:271
Creature *const me
Definition: CreatureAI.h:71
void Reset() override
Definition: boss_noth.cpp:97
uint32 urand(uint32 min, uint32 max)
Definition: Random.cpp:45
Definition: DBCEnums.h:408
void ScheduleEvent(uint32 eventId, Milliseconds const &time, uint32 group=0, uint8 phase=0)
Definition: EventMap.h:123
uint32 balconyCount
Definition: boss_noth.cpp:323
Definition: boss_noth.cpp:34
Definition: Common.h:103
ThreatManager & getThreatManager()
Definition: Unit.h:1998
uint8_t uint8
Definition: Define.h:152
EventMap events
Definition: ScriptedCreature.h:371
Definition: boss_noth.cpp:25
Definition: boss_noth.cpp:32

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void boss_noth::boss_nothAI::HandleSummon ( uint32 *  spellsList,
const uint8  nSpells,
uint8  num 
)
inline
187  { // this ensures we do not spawn two mobs using the same spell (<=> in the same position) if we can help it
188  while (num)
189  for (uint8 it = 0; it < nSpells && num; ++it)
190  {
191  num--;
192  uint8 selected = urand(it, nSpells - 1);
193  DoCastAOE(spellsList[selected]);
194  if (selected != it) // shuffle the selected into the part of the array that is no longer being searched
195  std::swap(spellsList[selected], spellsList[it]);
196  }
197  }
void DoCastAOE(uint32 spellId, bool triggered=false)
Definition: UnitAI.cpp:167
uint32 urand(uint32 min, uint32 max)
Definition: Random.cpp:45
uint8_t uint8
Definition: Define.h:152

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void boss_noth::boss_nothAI::JustDied ( Unit *  )
inlineoverridevirtual

Reimplemented from BossAI.

170  {
171  _JustDied();
172  Talk(SAY_DEATH);
173  }
void _JustDied()
Definition: ScriptedCreature.cpp:471
void Talk(uint8 id, WorldObject const *whisperTarget=nullptr)
Definition: CreatureAI.cpp:42
Definition: boss_noth.cpp:46

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void boss_noth::boss_nothAI::JustSummoned ( Creature *  summon)
inlineoverridevirtual

Reimplemented from BossAI.

163  {
164  summons.Summon(summon);
165  summon->setActive(true);
166  summon->AI()->DoZoneInCombat(nullptr, 250.0f); // specify range to cover entire room - default 50yd is not enough
167  }
void setActive(bool isActiveObject)
Definition: Object.cpp:1473
void DoZoneInCombat(Creature *creature=NULL, float maxRangeToNearestTarget=50.0f)
Definition: CreatureAI.cpp:47
void Summon(Creature const *summon)
Definition: ScriptedCreature.h:92
CreatureAI * AI() const
Definition: Creature.h:525
SummonList summons
Definition: ScriptedCreature.h:372

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void boss_noth::boss_nothAI::KilledUnit ( Unit *  victim)
inlineoverridevirtual

Reimplemented from ScriptedAI.

157  {
158  if (victim->GetTypeId() == TYPEID_PLAYER)
159  Talk(SAY_SLAY);
160  }
Definition: boss_noth.cpp:45
TypeID GetTypeId() const
Definition: Object.h:113
void Talk(uint8 id, WorldObject const *whisperTarget=nullptr)
Definition: CreatureAI.cpp:42
Definition: ObjectGuid.h:33

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void boss_noth::boss_nothAI::Reset ( )
inlineoverridevirtual

Reimplemented from BossAI.

98  {
99  if (!me->IsAlive())
100  return;
101 
102  // in case we reset during balcony phase
104  {
108  }
109 
110  balconyCount = 0;
112  justBlinked = false;
113 
114  _Reset();
115  }
void DoCastAOE(uint32 spellId, bool triggered=false)
Definition: UnitAI.cpp:167
Definition: Unit.h:1131
Definition: boss_noth.cpp:60
void SetPhase(uint8 phase)
Definition: EventMap.cpp:27
Definition: boss_noth.cpp:24
bool IsInPhase(uint8 phase) const
Definition: EventMap.h:290
Definition: Unit.h:681
Creature *const me
Definition: CreatureAI.h:71
bool IsAlive() const
Definition: Unit.h:1692
void _Reset()
Definition: ScriptedCreature.cpp:457
void RemoveFlag(uint16 index, uint32 oldFlag)
Definition: Object.cpp:1214
uint32 balconyCount
Definition: boss_noth.cpp:323
Definition: UpdateFields.h:109
bool justBlinked
Definition: boss_noth.cpp:325
Definition: boss_noth.cpp:26
EventMap events
Definition: ScriptedCreature.h:371
void SetReactState(ReactStates st)
Definition: Creature.h:502
Definition: Unit.h:698

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void boss_noth::boss_nothAI::UpdateAI ( uint32  diff)
inlineoverridevirtual

Reimplemented from BossAI.

207  {
208  if (!UpdateVictim())
209  return;
210 
211  events.Update(diff);
212 
214  return;
215 
216  while (uint32 eventId = events.ExecuteEvent())
217  {
218  switch (eventId)
219  {
220  case EVENT_CURSE:
221  {
224  break;
225  }
226  case EVENT_WARRIOR:
227  Talk(SAY_SUMMON);
229 
230  CastSummon(RAID_MODE(2, 3), 0, 0);
231 
233  break;
234  case EVENT_BLINK:
235  DoCastAOE(SPELL_CRIPPLE, true);
237  DoResetThreat();
238  justBlinked = true;
239 
241  break;
242  case EVENT_BALCONY:
246  me->AttackStop();
247  me->StopMoving();
248  me->RemoveAllAuras();
249 
252 
253  uint8 secondsBalcony;
254  switch (balconyCount)
255  {
256  case 0:
257  secondsBalcony = 70;
258  break;
259  case 1:
260  secondsBalcony = 97;
261  break;
262  case 2:
263  default:
264  secondsBalcony = 120;
265  break;
266  }
268  break;
272  break;
273  case EVENT_WAVE:
275  switch (balconyCount)
276  {
277  case 0:
278  CastSummon(0, RAID_MODE(2, 4), 0);
279  break;
280  case 1:
281  CastSummon(0, RAID_MODE(1, 2), RAID_MODE(1, 2));
282  break;
283  case 2:
284  CastSummon(0, 0, RAID_MODE(2, 4));
285  break;
286  default:
287  CastSummon(0, RAID_MODE(5, 10), RAID_MODE(5, 10));
288  break;
289  }
290  events.ScheduleEvent(EVENT_WAVE, urand(30, 45) * IN_MILLISECONDS, 0, PHASE_BALCONY);
291  break;
292  case EVENT_GROUND:
293  ++balconyCount;
294 
297 
299  break;
303  break;
304  }
305  }
306 
308  {
309  /* workaround for movechase breaking after blinking
310  without this noth would just stand there unless his current target moves */
312  {
313  me->GetMotionMaster()->Clear();
315  justBlinked = false;
316  }
317  else
319  }
320  }
bool AttackStop()
Definition: Unit.cpp:7337
Definition: boss_noth.cpp:31
void RemoveAllAuras()
Definition: Unit.cpp:3920
Unit * EnsureVictim() const
Definition: Unit.h:1381
Definition: boss_noth.cpp:44
void DoCastAOE(uint32 spellId, bool triggered=false)
Definition: UnitAI.cpp:167
#define SPELL_BLINK
Definition: boss_noth.cpp:73
bool UpdateVictim()
Definition: CreatureAI.cpp:233
Definition: Unit.h:1131
Definition: boss_noth.cpp:35
Definition: boss_noth.cpp:60
Definition: boss_noth.cpp:57
Definition: Unit.h:565
void Clear(bool reset=true)
Definition: MotionMaster.h:138
void SetPhase(uint8 phase)
Definition: EventMap.cpp:27
Definition: Unit.h:1129
void MoveChase(Unit *target, float dist=0.0f, float angle=0.0f)
Definition: MotionMaster.cpp:241
Definition: boss_noth.cpp:33
Definition: boss_noth.cpp:48
void CastSummon(uint8 nWarrior, uint8 nChampion, uint8 nGuardian)
Definition: boss_noth.cpp:199
MotionMaster * GetMotionMaster()
Definition: Unit.h:2101
Definition: boss_noth.cpp:50
void SetFlag(uint16 index, uint32 newFlag)
Definition: Object.cpp:1199
bool IsInPhase(uint8 phase) const
Definition: EventMap.h:290
Definition: Unit.h:681
Definition: boss_noth.cpp:38
Creature *const me
Definition: CreatureAI.h:71
void EnterPhaseGround()
Definition: boss_noth.cpp:124
Definition: boss_noth.cpp:51
Unit * GetVictim() const
Definition: Unit.h:1379
uint32 urand(uint32 min, uint32 max)
Definition: Random.cpp:45
Definition: boss_noth.cpp:56
uint32_t uint32
Definition: Define.h:150
Definition: boss_noth.cpp:37
bool IsWithinMeleeRange(const Unit *obj, float dist=MELEE_RANGE) const
Definition: Unit.cpp:508
Definition: boss_noth.cpp:59
void Talk(uint8 id, WorldObject const *whisperTarget=nullptr)
Definition: CreatureAI.cpp:42
void ScheduleEvent(uint32 eventId, Milliseconds const &time, uint32 group=0, uint8 phase=0)
Definition: EventMap.h:123
void Update(uint32 time)
Definition: EventMap.h:54
const T & RAID_MODE(const T &normal10, const T &normal25) const
Definition: ScriptedCreature.h:293
void RemoveFlag(uint16 index, uint32 oldFlag)
Definition: Object.cpp:1214
uint32 balconyCount
Definition: boss_noth.cpp:323
void DoResetThreat()
Definition: ScriptedCreature.cpp:248
Definition: boss_noth.cpp:34
Definition: UpdateFields.h:109
bool justBlinked
Definition: boss_noth.cpp:325
Definition: boss_noth.cpp:36
Definition: Common.h:103
uint32 ExecuteEvent()
Definition: EventMap.cpp:46
void DoMeleeAttackIfReady()
Definition: UnitAI.cpp:49
bool HasUnitState(const uint32 f) const
Definition: Unit.h:1395
uint8_t uint8
Definition: Define.h:152
Definition: boss_noth.cpp:26
EventMap events
Definition: ScriptedCreature.h:371
void StopMoving()
-------—End of Pet responses methods-------—
Definition: Unit.cpp:12743
Definition: boss_noth.cpp:49
void SetReactState(ReactStates st)
Definition: Creature.h:502
Definition: Unit.h:698
Definition: boss_noth.cpp:25
Definition: boss_noth.cpp:32

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Member Data Documentation

uint32 boss_noth::boss_nothAI::_SummonChampionSpells[N_CHAMPION_SPELLS]
private
uint32 boss_noth::boss_nothAI::_SummonGuardianSpells[N_GUARDIAN_SPELLS]
private
uint32 boss_noth::boss_nothAI::_SummonWarriorSpells[N_WARRIOR_SPELLS]
private
uint32 boss_noth::boss_nothAI::balconyCount
private
bool boss_noth::boss_nothAI::justBlinked
private

The documentation for this struct was generated from the following file: