400 for (
uint8 i = 0; i < 4; ++i)
415 sporebat->AI()->AttackStart(target);
435 bool inMeleeRange =
false;
437 for (std::list<HostileReference*>::const_iterator itr = t_list.begin(); itr!= t_list.end(); ++itr)
477 if (EnchantedElementalPos == 7)
478 EnchantedElementalPos = 0;
516 CoilfangStrider->AI()->AttackStart(target);
518 CoilfangStrider->AI()->AttackStart(
me->
GetVictim());
Definition: boss_lady_vashj.cpp:60
bool HasAura(uint32 spellId, ObjectGuid casterGUID=ObjectGuid::Empty, ObjectGuid itemCasterGUID=ObjectGuid::Empty, uint32 reqEffMask=0) const
Definition: Unit.cpp:4240
Definition: boss_lady_vashj.cpp:49
Definition: boss_lady_vashj.cpp:58
uint32 EntangleTimer
Definition: boss_lady_vashj.cpp:184
ObjectGuid ShieldGeneratorChannel[4]
Definition: boss_lady_vashj.cpp:180
Definition: boss_lady_vashj.cpp:55
bool UpdateVictim()
Definition: CreatureAI.cpp:233
TC_GAME_API Unit * GetUnit(WorldObject const &, ObjectGuid const &guid)
Definition: ObjectAccessor.cpp:163
#define SPOREBAT_Y
Definition: boss_lady_vashj.cpp:69
uint32 AggroTimer
Definition: boss_lady_vashj.cpp:182
void Clear(bool reset=true)
Definition: MotionMaster.h:138
bool HealthBelowPct(uint32 pct) const
Definition: ScriptedCreature.h:247
void MoveChase(Unit *target, float dist=0.0f, float angle=0.0f)
Definition: MotionMaster.cpp:241
virtual void EnterEvadeMode(EvadeReason why=EVADE_REASON_OTHER)
Definition: CreatureAI.cpp:168
#define SPOREBAT_Z
Definition: boss_lady_vashj.cpp:70
virtual uint32 GetData(uint32) const
Definition: ZoneScript.h:51
MotionMaster * GetMotionMaster()
Definition: Unit.h:2101
bool IsInCombat() const
Definition: Unit.h:1584
uint32 CheckTimer
Definition: boss_lady_vashj.cpp:187
uint32 SummonSporebatTimer
Definition: boss_lady_vashj.cpp:192
ThreatContainer::StorageType const & getThreatList() const
Definition: ThreatManager.h:263
#define SPOREBAT_X
Definition: boss_lady_vashj.cpp:68
Definition: Creature.h:467
float ShieldGeneratorChannelPos[4][4]
Definition: boss_lady_vashj.cpp:128
void DoTeleportTo(float x, float y, float z, uint32 time=0)
Definition: ScriptedCreature.cpp:280
Definition: boss_lady_vashj.cpp:59
bool IsWithinDistInMap(WorldObject const *obj, float dist2compare, bool is3D=true) const
Definition: Object.cpp:1663
#define MIDDLE_Z
Definition: boss_lady_vashj.cpp:66
Definition: serpent_shrine.h:33
Creature *const me
Definition: CreatureAI.h:71
InstanceScript * instance
Definition: boss_lady_vashj.cpp:178
bool CanAttack
Definition: boss_lady_vashj.cpp:199
uint32 ShockBlastTimer
Definition: boss_lady_vashj.cpp:183
Unit * GetVictim() const
Definition: Unit.h:1379
Definition: boss_lady_vashj.cpp:46
uint32 ForkedLightningTimer
Definition: boss_lady_vashj.cpp:186
Definition: boss_lady_vashj.cpp:57
CreatureAI * AI() const
Definition: Creature.h:525
Unit * SelectTarget(SelectAggroTarget targetType, uint32 position=0, float dist=0.0f, bool playerOnly=false, int32 aura=0)
Definition: UnitAI.cpp:91
Definition: boss_lady_vashj.cpp:39
uint32_t uint32
Definition: Define.h:150
uint8 EnchantedElementalPos
Definition: boss_lady_vashj.cpp:194
void DoCast(uint32 spellId)
Definition: UnitAI.cpp:101
void Talk(uint8 id, WorldObject const *whisperTarget=nullptr)
Definition: CreatureAI.cpp:42
void CastShootOrMultishot()
Definition: boss_lady_vashj.cpp:297
float CoilfangStriderPos[3][4]
Definition: boss_lady_vashj.cpp:121
Definition: boss_lady_vashj.cpp:38
uint32 CoilfangStriderTimer
Definition: boss_lady_vashj.cpp:191
void RemoveFlag(uint16 index, uint32 oldFlag)
Definition: Object.cpp:1214
Definition: boss_lady_vashj.cpp:47
void RemoveAurasDueToSpell(uint32 spellId, ObjectGuid casterGUID=ObjectGuid::Empty, uint32 reqEffMask=0, AuraRemoveMode removeMode=AURA_REMOVE_BY_DEFAULT)
Definition: Unit.cpp:3586
bool Entangle
Definition: boss_lady_vashj.cpp:197
uint32 EnchantedElementalTimer
Definition: boss_lady_vashj.cpp:188
uint32 TaintedElementalTimer
Definition: boss_lady_vashj.cpp:189
uint32 SummonSporebatStaticTimer
Definition: boss_lady_vashj.cpp:193
Definition: UpdateFields.h:109
uint32 StaticChargeTimer
Definition: boss_lady_vashj.cpp:185
#define MIDDLE_Y
Definition: boss_lady_vashj.cpp:65
ThreatManager & getThreatManager()
Definition: Unit.h:1998
uint32 rand32()
Definition: Random.cpp:64
void DoMeleeAttackIfReady()
Definition: UnitAI.cpp:49
uint8_t uint8
Definition: Define.h:152
float ElementPos[8][4]
Definition: boss_lady_vashj.cpp:78
#define MIDDLE_X
Definition: boss_lady_vashj.cpp:64
void DoCastVictim(uint32 spellId, bool triggered=false)
Definition: UnitAI.cpp:159
Definition: boss_lady_vashj.cpp:56
void TauntApply(Unit *victim)
Definition: Unit.cpp:10709
void SetHealth(uint32 val)
Definition: Unit.cpp:11537
#define SPOREBAT_O
Definition: boss_lady_vashj.cpp:71
Phase
Definition: boss_kiljaeden.cpp:153
virtual void AttackStart(Unit *)
Definition: UnitAI.cpp:29
bool Intro
Definition: boss_lady_vashj.cpp:198
uint32 CoilfangEliteTimer
Definition: boss_lady_vashj.cpp:190
TempSummon * SummonCreature(uint32 id, Position const &pos, TempSummonType spwtype=TEMPSUMMON_MANUAL_DESPAWN, uint32 despwtime=0, uint32 vehId=0) const
Definition: Object.cpp:2346
float CoilfangElitePos[3][4]
Definition: boss_lady_vashj.cpp:114
Definition: boss_lady_vashj.cpp:53
uint32 CountPctFromMaxHealth(int32 pct) const
Definition: Unit.h:1435
Definition: boss_lady_vashj.cpp:48