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CombatAI Member List

This is the complete list of members for CombatAI, including all inherited members.

_boundaryCreatureAIprotected
_EnterEvadeMode(EvadeReason why=EVADE_REASON_OTHER)CreatureAIprotected
AISpellInfoUnitAIstatic
AttackedBy(Unit *)CreatureAIinlinevirtual
AttackStart(Unit *)UnitAIvirtual
AttackStartCaster(Unit *victim, float dist)UnitAI
CanAIAttack(Unit const *) const UnitAIinlinevirtual
CanRespawn()CreatureAIinlinevirtual
CanSeeAlways(WorldObject const *)CreatureAIinlinevirtual
CheckBoundary(Position const *who=nullptr) const CreatureAIprotected
CheckInRoom()CreatureAIvirtual
CombatAI(Creature *c)CombatAIinlineexplicit
CorpseRemoved(uint32 &)CreatureAIinlinevirtual
CreatureAI(Creature *creature)CreatureAIinlineexplicit
DamageDealt(Unit *, uint32 &, DamageEffectType)UnitAIinlinevirtual
DamageTaken(Unit *, uint32 &)UnitAIinlinevirtual
DoAction(int32)UnitAIinlinevirtual
DoCast(uint32 spellId)UnitAI
DoCast(Unit *victim, uint32 spellId, bool triggered=false)UnitAI
DoCastAOE(uint32 spellId, bool triggered=false)UnitAI
DoCastVictim(uint32 spellId, bool triggered=false)UnitAI
DoMeleeAttackIfReady()UnitAI
DoSpellAttackIfReady(uint32 spellId)UnitAI
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
DoZoneInCombat(Creature *creature=NULL, float maxRangeToNearestTarget=50.0f)CreatureAI
EnterCombat(Unit *who) overrideCombatAIvirtual
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
eventsCombatAIprotected
FillAISpellInfo()UnitAIstatic
GetBoundary() const CreatureAIinline
GetData(uint32) const UnitAIinlinevirtual
GetGUID(int32=0) const UnitAIinlinevirtual
HealDone(Unit *, uint32 &)UnitAIinlinevirtual
HealReceived(Unit *, uint32 &)UnitAIinlinevirtual
InitializeAI() overrideCombatAIvirtual
IsEscorted() const CreatureAIinlinevirtual
IsSummonedBy(Unit *)CreatureAIinlinevirtual
JustDied(Unit *killer) overrideCombatAIvirtual
JustReachedHome()CreatureAIinlinevirtual
JustRespawned()CreatureAIinlinevirtual
JustSummoned(Creature *)CreatureAIinlinevirtual
KilledUnit(Unit *)CreatureAIinlinevirtual
meCreatureAIprotected
MoveInLineOfSight(Unit *)CreatureAIprotectedvirtual
MoveInLineOfSight_Safe(Unit *who)CreatureAI
MovementInform(uint32, uint32)CreatureAIinlinevirtual
OnCharmed(bool apply) overrideCreatureAIvirtual
OnSpellClick(Unit *, bool &)CreatureAIinlinevirtual
OwnerAttacked(Unit *)CreatureAIinlinevirtual
OwnerAttackedBy(Unit *)CreatureAIinlinevirtual
PassengerBoarded(Unit *, int8, bool)CreatureAIinlinevirtual
Permissible(Creature const *)CombatAIinlinestatic
ReceiveEmote(Player *, uint32)CreatureAIinlinevirtual
Reset() overrideCombatAIvirtual
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
SetData(uint32, uint32)UnitAIinlinevirtual
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 *)CreatureAIinlinevirtual
SpellHitTarget(Unit *, SpellInfo const *)CreatureAIinlinevirtual
SpellInterrupted(uint32 spellId, uint32 unTimeMs) overrideCombatAIvirtual
spellsCombatAIprotected
sQuestAccept(Player *, Quest const *)UnitAIinlinevirtual
sQuestReward(Player *, Quest const *, uint32)UnitAIinlinevirtual
sQuestSelect(Player *, Quest const *)UnitAIinlinevirtual
SummonedCreatureDespawn(Creature *)CreatureAIinlinevirtual
SummonedCreatureDies(Creature *, Unit *)CreatureAIinlinevirtual
Talk(uint8 id, WorldObject const *whisperTarget=nullptr)CreatureAI
TriggerAlert(Unit const *who) const CreatureAI
UnitAI(Unit *unit)UnitAIinlineexplicit
UpdateAI(uint32 diff) overrideCombatAIvirtual
UpdateVictim()CreatureAIprotected
UpdateVictimWithGaze()CreatureAIprotected
VisualizeBoundary(uint32 duration, Unit *owner=nullptr, bool fill=false) const CreatureAI
~CreatureAI()CreatureAIinlinevirtual
~UnitAI()UnitAIinlinevirtual