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UnitAI Member List

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

AISpellInfoUnitAIstatic
AttackStart(Unit *)UnitAIvirtual
AttackStartCaster(Unit *victim, float dist)UnitAI
CanAIAttack(Unit const *) const UnitAIinlinevirtual
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
FillAISpellInfo()UnitAIstatic
GetData(uint32) const UnitAIinlinevirtual
GetGUID(int32=0) const UnitAIinlinevirtual
HealDone(Unit *, uint32 &)UnitAIinlinevirtual
HealReceived(Unit *, uint32 &)UnitAIinlinevirtual
InitializeAI()UnitAIinlinevirtual
meUnitAIprotected
OnCharmed(bool apply)=0UnitAIpure virtual
operator=(UnitAI const &right)=deleteUnitAIprivate
Reset()UnitAIinlinevirtual
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
SetData(uint32, uint32)UnitAIinlinevirtual
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
SpellInterrupted(uint32, uint32)UnitAIinlinevirtual
sQuestAccept(Player *, Quest const *)UnitAIinlinevirtual
sQuestReward(Player *, Quest const *, uint32)UnitAIinlinevirtual
sQuestSelect(Player *, Quest const *)UnitAIinlinevirtual
UnitAI(Unit *unit)UnitAIinlineexplicit
UnitAI(UnitAI const &right)=deleteUnitAIprivate
UpdateAI(uint32 diff)=0UnitAIpure virtual
~UnitAI()UnitAIinlinevirtual