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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)
 
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 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 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 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

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 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_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: