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| | go_bristlelimb_cage () |
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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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| go_bristlelimb_cage::go_bristlelimb_cage |
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inline |
GameObjectScript(const char *name)
Definition: ScriptMgr.cpp:1592
Reimplemented from GameObjectScript.
void ResetDoorOrButton()
Definition: GameObject.cpp:1172
Definition: zone_azuremyst_isle.cpp:666
Definition: zone_azuremyst_isle.cpp:665
Definition: Creature.h:467
Creature * FindNearestCreature(uint32 entry, float range, bool alive=true) const
Definition: Object.cpp:2443
#define ENSURE_AI(a, b)
Definition: ScriptedCreature.h:29
Definition: zone_azuremyst_isle.cpp:680
Definition: GameObject.h:823
void SetGoState(GOState state)
Definition: GameObject.cpp:2137
Definition: QuestDef.h:113
The documentation for this class was generated from the following file: