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boss_rend_blackhand::boss_rend_blackhandAI Struct Reference

Public Member Functions

 boss_rend_blackhandAI (Creature *creature)
 
void Reset () override
 
void EnterCombat (Unit *) override
 
void JustDied (Unit *) override
 
void SetData (uint32 type, uint32 data) override
 
void MovementInform (uint32 type, uint32 id) override
 
void UpdateAI (uint32 diff) override
 
- Public Member Functions inherited from BossAI
 BossAI (Creature *creature, uint32 bossId)
 
virtual ~BossAI ()
 
void JustSummoned (Creature *summon) override
 
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 DamageTaken (Unit *, uint32 &) override
 
void KilledUnit (Unit *) override
 
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 EnterEvadeMode (EvadeReason why=EVADE_REASON_OTHER)
 
virtual void IsSummonedBy (Unit *)
 
virtual void SummonedCreatureDies (Creature *, Unit *)
 
virtual void AttackedBy (Unit *)
 
virtual bool IsEscorted () const
 
virtual void JustRespawned ()
 
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 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

bool gythEvent
 
ObjectGuid victorGUID
 
ObjectGuid portcullisGUID
 

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_rend_blackhand::boss_rend_blackhandAI::boss_rend_blackhandAI ( Creature *  creature)
inline
168  {
169  gythEvent = false;
170  victorGUID.Clear();
172  }
bool gythEvent
Definition: boss_rend_blackhand.cpp:439
Definition: blackrock_spire.h:38
ObjectGuid victorGUID
Definition: boss_rend_blackhand.cpp:440
ObjectGuid portcullisGUID
Definition: boss_rend_blackhand.cpp:441
void Clear()
Definition: ObjectGuid.h:215
BossAI(Creature *creature, uint32 bossId)
Definition: ScriptedCreature.cpp:444

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Member Function Documentation

void boss_rend_blackhand::boss_rend_blackhandAI::EnterCombat ( Unit *  )
inlineoverridevirtual

Reimplemented from BossAI.

183  {
184  _EnterCombat();
185  events.ScheduleEvent(EVENT_WHIRLWIND, urand(13000, 15000));
186  events.ScheduleEvent(EVENT_CLEAVE, urand(15000, 17000));
188  }
void _EnterCombat()
Definition: ScriptedCreature.cpp:480
uint32 urand(uint32 min, uint32 max)
Definition: Random.cpp:45
Definition: boss_rend_blackhand.cpp:156
void ScheduleEvent(uint32 eventId, Milliseconds const &time, uint32 group=0, uint8 phase=0)
Definition: EventMap.h:123
EventMap events
Definition: ScriptedCreature.h:371
Definition: boss_rend_blackhand.cpp:155
Definition: boss_rend_blackhand.cpp:157

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void boss_rend_blackhand::boss_rend_blackhandAI::JustDied ( Unit *  )
inlineoverridevirtual

Reimplemented from BossAI.

191  {
192  _JustDied();
193  if (Creature* victor = me->FindNearestCreature(NPC_LORD_VICTOR_NEFARIUS, 75.0f, true))
194  victor->AI()->SetData(1, 2);
195  }
Definition: blackrock_spire.h:74
void _JustDied()
Definition: ScriptedCreature.cpp:471
Definition: Creature.h:467
Creature * FindNearestCreature(uint32 entry, float range, bool alive=true) const
Definition: Object.cpp:2443
Creature *const me
Definition: CreatureAI.h:71

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void boss_rend_blackhand::boss_rend_blackhandAI::MovementInform ( uint32  type,
uint32  id 
)
inlineoverridevirtual

Reimplemented from CreatureAI.

218  {
219  if (type == WAYPOINT_MOTION_TYPE)
220  {
221  switch (id)
222  {
223  case 5:
225  break;
226  case 11:
227  if (Creature* gyth = me->FindNearestCreature(NPC_GYTH, 10.0f, true))
228  gyth->AI()->SetData(1, 1);
229  me->DespawnOrUnsummon(1000);
230  break;
231  }
232  }
233  }
void DespawnOrUnsummon(uint32 msTimeToDespawn=0)
Definition: Creature.cpp:1774
Definition: Creature.h:467
Creature * FindNearestCreature(uint32 entry, float range, bool alive=true) const
Definition: Object.cpp:2443
Creature *const me
Definition: CreatureAI.h:71
void ScheduleEvent(uint32 eventId, Milliseconds const &time, uint32 group=0, uint8 phase=0)
Definition: EventMap.h:123
EventMap events
Definition: ScriptedCreature.h:371
Definition: blackrock_spire.h:67
Definition: boss_rend_blackhand.cpp:153
Definition: MotionMaster.h:39

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void boss_rend_blackhand::boss_rend_blackhandAI::Reset ( )
inlineoverridevirtual

Reimplemented from BossAI.

175  {
176  _Reset();
177  gythEvent = false;
178  victorGUID.Clear();
180  }
bool gythEvent
Definition: boss_rend_blackhand.cpp:439
ObjectGuid victorGUID
Definition: boss_rend_blackhand.cpp:440
ObjectGuid portcullisGUID
Definition: boss_rend_blackhand.cpp:441
void _Reset()
Definition: ScriptedCreature.cpp:457
void Clear()
Definition: ObjectGuid.h:215

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void boss_rend_blackhand::boss_rend_blackhandAI::SetData ( uint32  type,
uint32  data 
)
inlineoverridevirtual

Reimplemented from UnitAI.

198  {
199  if (type == AREATRIGGER && data == AREATRIGGER_BLACKROCK_STADIUM)
200  {
201  if (!gythEvent)
202  {
203  gythEvent = true;
204 
205  if (Creature* victor = me->FindNearestCreature(NPC_LORD_VICTOR_NEFARIUS, 5.0f, true))
206  victorGUID = victor->GetGUID();
207 
208  if (GameObject* portcullis = me->FindNearestGameObject(GO_DR_PORTCULLIS, 50.0f))
209  portcullisGUID = portcullis->GetGUID();
210 
213  }
214  }
215  }
Definition: blackrock_spire.h:82
bool gythEvent
Definition: boss_rend_blackhand.cpp:439
Definition: blackrock_spire.h:74
Definition: blackrock_spire.h:84
GameObject * FindNearestGameObject(uint32 entry, float range) const
Definition: Object.cpp:2452
Definition: Creature.h:467
Creature * FindNearestCreature(uint32 entry, float range, bool alive=true) const
Definition: Object.cpp:2443
ObjectGuid victorGUID
Definition: boss_rend_blackhand.cpp:440
Definition: blackrock_spire.h:116
ObjectGuid portcullisGUID
Definition: boss_rend_blackhand.cpp:441
Creature *const me
Definition: CreatureAI.h:71
Definition: boss_rend_blackhand.cpp:126
Definition: GameObject.h:880
void ScheduleEvent(uint32 eventId, Milliseconds const &time, uint32 group=0, uint8 phase=0)
Definition: EventMap.h:123
EventMap events
Definition: ScriptedCreature.h:371
Definition: boss_rend_blackhand.cpp:131

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void boss_rend_blackhand::boss_rend_blackhandAI::UpdateAI ( uint32  diff)
inlineoverridevirtual

Reimplemented from BossAI.

236  {
237  if (gythEvent)
238  {
239  events.Update(diff);
240 
241  while (uint32 eventId = events.ExecuteEvent())
242  {
243  switch (eventId)
244  {
245  case EVENT_START_1:
247  victor->AI()->Talk(SAY_NEFARIUS_0);
249  break;
250  case EVENT_START_2:
253  victor->HandleEmoteCommand(EMOTE_ONESHOT_POINT);
255  break;
256  case EVENT_START_3:
258  victor->AI()->Talk(SAY_NEFARIUS_1);
262  break;
263  case EVENT_TURN_TO_REND:
265  {
266  victor->SetFacingToObject(me);
267  victor->HandleEmoteCommand(EMOTE_ONESHOT_TALK);
268  }
269  break;
272  if (Unit* player = victor->SelectNearestPlayer(60.0f))
273  victor->SetFacingToObject(player);
274  break;
277  victor->SetFacingTo(1.518436f);
278  break;
280  me->SetFacingTo(1.658063f);
281  break;
283  me->SetFacingTo(1.500983f);
284  break;
285  case EVENT_WAVES_EMOTE_1:
287  victor->HandleEmoteCommand(EMOTE_ONESHOT_QUESTION);
288  break;
289  case EVENT_WAVES_EMOTE_2:
291  break;
292  case EVENT_WAVES_TEXT_1:
295  victor->AI()->Talk(SAY_NEFARIUS_2);
301  break;
302  case EVENT_WAVES_TEXT_2:
305  victor->AI()->Talk(SAY_NEFARIUS_3);
309  break;
310  case EVENT_WAVES_TEXT_3:
313  victor->AI()->Talk(SAY_NEFARIUS_4);
317  break;
318  case EVENT_WAVES_TEXT_4:
324  break;
325  case EVENT_WAVES_TEXT_5:
328  victor->AI()->Talk(SAY_NEFARIUS_5);
332  break;
336  victor->AI()->Talk(SAY_NEFARIUS_6);
339  break;
342  victor->AI()->Talk(SAY_NEFARIUS_7);
346  break;
349  victor->AI()->Talk(SAY_NEFARIUS_8);
352  break;
353  case EVENT_PATH_NEFARIUS:
355  victor->GetMotionMaster()->MovePath(NEFARIUS_PATH_1, true);
356  break;
357  case EVENT_PATH_REND:
359  break;
360  case EVENT_TELEPORT_1:
361  me->NearTeleportTo(194.2993f, -474.0814f, 121.4505f, -0.01225555f);
363  break;
364  case EVENT_TELEPORT_2:
365  me->NearTeleportTo(216.485f, -434.93f, 110.888f, -0.01225555f);
366  me->SummonCreature(NPC_GYTH, 211.762f, -397.5885f, 111.1817f, 4.747295f);
367  break;
368  case EVENT_WAVE_1:
369  if (GameObject* portcullis = me->GetMap()->GetGameObject(portcullisGUID))
370  portcullis->UseDoorOrButton();
371  // move wave
372  break;
373  case EVENT_WAVE_2:
374  // spawn wave
375  if (GameObject* portcullis = me->GetMap()->GetGameObject(portcullisGUID))
376  portcullis->UseDoorOrButton();
377  // move wave
378  break;
379  case EVENT_WAVE_3:
380  // spawn wave
381  if (GameObject* portcullis = me->GetMap()->GetGameObject(portcullisGUID))
382  portcullis->UseDoorOrButton();
383  // move wave
384  break;
385  case EVENT_WAVE_4:
386  // spawn wave
387  if (GameObject* portcullis = me->GetMap()->GetGameObject(portcullisGUID))
388  portcullis->UseDoorOrButton();
389  // move wave
390  break;
391  case EVENT_WAVE_5:
392  // spawn wave
393  if (GameObject* portcullis = me->GetMap()->GetGameObject(portcullisGUID))
394  portcullis->UseDoorOrButton();
395  // move wave
396  break;
397  case EVENT_WAVE_6:
398  // spawn wave
399  if (GameObject* portcullis = me->GetMap()->GetGameObject(portcullisGUID))
400  portcullis->UseDoorOrButton();
401  // move wave
402  break;
403  default:
404  break;
405  }
406  }
407  }
408 
409  if (!UpdateVictim())
410  return;
411 
412  events.Update(diff);
413 
415  return;
416 
417  while (uint32 eventId = events.ExecuteEvent())
418  {
419  switch (eventId)
420  {
421  case EVENT_WHIRLWIND:
423  events.ScheduleEvent(EVENT_WHIRLWIND, urand(13000, 18000));
424  break;
425  case EVENT_CLEAVE:
427  events.ScheduleEvent(EVENT_CLEAVE, urand(10000, 14000));
428  break;
429  case EVENT_MORTAL_STRIKE:
432  break;
433  }
434  }
436  }
Definition: boss_rend_blackhand.cpp:28
Definition: boss_rend_blackhand.cpp:149
bool gythEvent
Definition: boss_rend_blackhand.cpp:439
Definition: boss_rend_blackhand.cpp:134
Definition: boss_rend_blackhand.cpp:64
bool UpdateVictim()
Definition: CreatureAI.cpp:233
Definition: boss_rend_blackhand.cpp:137
Map * GetMap() const
Definition: Object.h:543
Definition: Unit.h:565
Definition: boss_rend_blackhand.cpp:36
Definition: boss_rend_blackhand.cpp:43
Definition: boss_rend_blackhand.cpp:145
Definition: boss_rend_blackhand.cpp:139
Definition: boss_rend_blackhand.cpp:46
Definition: boss_rend_blackhand.cpp:146
Definition: boss_rend_blackhand.cpp:151
Definition: boss_rend_blackhand.cpp:142
Definition: boss_rend_blackhand.cpp:154
Definition: SharedDefines.h:2435
MotionMaster * GetMotionMaster()
Definition: Unit.h:2101
Definition: boss_rend_blackhand.cpp:130
Definition: Creature.h:467
Definition: boss_rend_blackhand.cpp:141
Definition: SharedDefines.h:2413
Definition: boss_rend_blackhand.cpp:127
ObjectGuid victorGUID
Definition: boss_rend_blackhand.cpp:440
Definition: boss_rend_blackhand.cpp:140
Definition: boss_rend_blackhand.cpp:135
ObjectGuid portcullisGUID
Definition: boss_rend_blackhand.cpp:441
Definition: boss_rend_blackhand.cpp:40
Creature *const me
Definition: CreatureAI.h:71
Definition: boss_rend_blackhand.cpp:143
Definition: boss_rend_blackhand.cpp:47
Definition: boss_rend_blackhand.cpp:136
Definition: boss_rend_blackhand.cpp:61
Definition: boss_rend_blackhand.cpp:126
void NearTeleportTo(float x, float y, float z, float orientation, bool casting=false)
Definition: Unit.cpp:15407
Definition: SharedDefines.h:2418
uint32 urand(uint32 min, uint32 max)
Definition: Random.cpp:45
Definition: boss_rend_blackhand.cpp:147
uint32_t uint32
Definition: Define.h:150
void DoCast(uint32 spellId)
Definition: UnitAI.cpp:101
Definition: GameObject.h:880
Definition: boss_rend_blackhand.cpp:156
void SetFacingTo(float ori)
Definition: Unit.cpp:15777
Definition: boss_rend_blackhand.cpp:27
void Talk(uint8 id, WorldObject const *whisperTarget=nullptr)
Definition: CreatureAI.cpp:42
Definition: boss_rend_blackhand.cpp:152
void ScheduleEvent(uint32 eventId, Milliseconds const &time, uint32 group=0, uint8 phase=0)
Definition: EventMap.h:123
Definition: boss_rend_blackhand.cpp:45
Definition: boss_rend_blackhand.cpp:128
Definition: boss_rend_blackhand.cpp:44
TC_GAME_API Creature * GetCreature(WorldObject const &u, ObjectGuid const &guid)
Definition: ObjectAccessor.cpp:174
void Update(uint32 time)
Definition: EventMap.h:54
Definition: boss_rend_blackhand.cpp:42
Definition: boss_rend_blackhand.cpp:41
Definition: SharedDefines.h:2425
Definition: boss_rend_blackhand.cpp:150
Definition: boss_rend_blackhand.cpp:132
Definition: boss_rend_blackhand.cpp:138
uint32 ExecuteEvent()
Definition: EventMap.cpp:46
void MovePath(uint32 path_id, bool repeatable)
Definition: MotionMaster.cpp:618
void DoMeleeAttackIfReady()
Definition: UnitAI.cpp:49
bool HasUnitState(const uint32 f) const
Definition: Unit.h:1395
Definition: boss_rend_blackhand.cpp:26
EventMap events
Definition: ScriptedCreature.h:371
void HandleEmoteCommand(uint32 anim_id)
Definition: Unit.cpp:1444
void DoCastVictim(uint32 spellId, bool triggered=false)
Definition: UnitAI.cpp:159
Definition: boss_rend_blackhand.cpp:48
Definition: boss_rend_blackhand.cpp:155
Definition: boss_rend_blackhand.cpp:148
Definition: blackrock_spire.h:67
Definition: boss_rend_blackhand.cpp:153
GameObject * GetGameObject(ObjectGuid const &guid)
Definition: Map.cpp:3545
Definition: boss_rend_blackhand.cpp:157
Definition: boss_rend_blackhand.cpp:144
Definition: boss_rend_blackhand.cpp:133
Definition: Unit.h:1305
TempSummon * SummonCreature(uint32 id, Position const &pos, TempSummonType spwtype=TEMPSUMMON_MANUAL_DESPAWN, uint32 despwtime=0, uint32 vehId=0) const
Definition: Object.cpp:2346
Definition: boss_rend_blackhand.cpp:37
Definition: boss_rend_blackhand.cpp:131

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Member Data Documentation

bool boss_rend_blackhand::boss_rend_blackhandAI::gythEvent
private
ObjectGuid boss_rend_blackhand::boss_rend_blackhandAI::portcullisGUID
private
ObjectGuid boss_rend_blackhand::boss_rend_blackhandAI::victorGUID
private

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