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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)
 
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 constSelectSpell (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 constGetBoundary () 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
 
UnitSelectTarget (SelectAggroTarget targetType, uint32 position=0, float dist=0.0f, bool playerOnly=false, int32 aura=0)
 
template<class PREDICATE >
UnitSelectTarget (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 AISpellInfoTypeAISpellInfo
 
- 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)
 
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)
 
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: