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| gameobject_cage_trap () |
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bool | OnGossipHello (Player *player, GameObject *go) override |
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virtual bool | OnDummyEffect (Unit *, uint32, SpellEffIndex, GameObject *) |
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virtual bool | OnGossipSelect (Player *, GameObject *, uint32, uint32) |
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virtual bool | OnGossipSelectCode (Player *, GameObject *, uint32, uint32, const char *) |
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virtual bool | OnQuestAccept (Player *, GameObject *, Quest const *) |
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virtual bool | OnQuestReward (Player *, GameObject *, Quest const *, uint32) |
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virtual uint32 | GetDialogStatus (Player *, GameObject *) |
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virtual void | OnDestroyed (GameObject *, Player *) |
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virtual void | OnDamaged (GameObject *, Player *) |
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virtual void | OnLootStateChanged (GameObject *, uint32, Unit *) |
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virtual void | OnGameObjectStateChanged (GameObject *, uint32) |
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virtual GameObjectAI * | GetAI (GameObject *) const |
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const std::string & | GetName () const |
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virtual void | OnUpdate (GameObject *, uint32) |
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gameobject_cage_trap::gameobject_cage_trap |
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GameObjectScript(const char *name)
Definition: ScriptMgr.cpp:1592
Reimplemented from GameObjectScript.
2062 player->GetPosition(x, y, z);
Definition: Creature.h:467
Creature * FindNearestCreature(uint32 entry, float range, bool alive=true) const
Definition: Object.cpp:2443
Definition: boss_illidan.cpp:1971
#define ENSURE_AI(a, b)
Definition: ScriptedCreature.h:29
G3D::int16 z
Definition: Vector3int16.h:46
G3D::int16 y
Definition: Vector2int16.h:38
Definition: GameObject.h:822
void SetGoState(GOState state)
Definition: GameObject.cpp:2137
G3D::int16 x
Definition: Vector2int16.h:37
The documentation for this class was generated from the following file: