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| npc_influence_tentacleAI (Creature *creature) |
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void | Reset () override |
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void | JustDied (Unit *) override |
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void | UpdateAI (uint32) override |
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| PassiveAI (Creature *c) |
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void | MoveInLineOfSight (Unit *) override |
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void | AttackStart (Unit *) override |
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void | Talk (uint8 id, WorldObject const *whisperTarget=nullptr) |
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| CreatureAI (Creature *creature) |
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virtual | ~CreatureAI () |
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void | MoveInLineOfSight_Safe (Unit *who) |
| == Reactions At ================================= More...
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void | TriggerAlert (Unit const *who) const |
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virtual bool | CanRespawn () |
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virtual void | EnterEvadeMode (EvadeReason why=EVADE_REASON_OTHER) |
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virtual void | EnterCombat (Unit *) |
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virtual void | KilledUnit (Unit *) |
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virtual void | JustSummoned (Creature *) |
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virtual void | IsSummonedBy (Unit *) |
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virtual void | SummonedCreatureDespawn (Creature *) |
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virtual void | SummonedCreatureDies (Creature *, Unit *) |
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virtual void | SpellHit (Unit *, SpellInfo const *) |
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virtual void | SpellHitTarget (Unit *, SpellInfo const *) |
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virtual void | AttackedBy (Unit *) |
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virtual bool | IsEscorted () const |
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virtual void | JustRespawned () |
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virtual void | MovementInform (uint32, uint32) |
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void | OnCharmed (bool apply) override |
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virtual void | JustReachedHome () |
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void | DoZoneInCombat (Creature *creature=NULL, float maxRangeToNearestTarget=50.0f) |
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virtual void | ReceiveEmote (Player *, uint32) |
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virtual void | OwnerAttackedBy (Unit *) |
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virtual void | OwnerAttacked (Unit *) |
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virtual void | CorpseRemoved (uint32 &) |
| == Triggered Actions Requested ================== More...
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virtual void | PassengerBoarded (Unit *, int8, bool) |
| == Fields ======================================= More...
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virtual void | OnSpellClick (Unit *, bool &) |
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virtual bool | CanSeeAlways (WorldObject const *) |
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int32 | VisualizeBoundary (uint32 duration, Unit *owner=nullptr, bool fill=false) const |
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virtual bool | CheckInRoom () |
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CreatureBoundary const * | GetBoundary () const |
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| UnitAI (Unit *unit) |
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virtual | ~UnitAI () |
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virtual bool | CanAIAttack (Unit const *) const |
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virtual void | InitializeAI () |
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virtual void | DoAction (int32) |
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virtual uint32 | GetData (uint32) const |
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virtual void | SetData (uint32, uint32) |
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virtual void | SetGUID (ObjectGuid, int32=0) |
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virtual ObjectGuid | GetGUID (int32=0) const |
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Unit * | SelectTarget (SelectAggroTarget targetType, uint32 position=0, float dist=0.0f, bool playerOnly=false, int32 aura=0) |
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template<class PREDICATE > |
Unit * | SelectTarget (SelectAggroTarget targetType, uint32 position, PREDICATE const &predicate) |
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void | SelectTargetList (std::list< Unit * > &targetList, uint32 num, SelectAggroTarget targetType, float dist=0.0f, bool playerOnly=false, int32 aura=0) |
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template<class PREDICATE > |
void | SelectTargetList (std::list< Unit * > &targetList, PREDICATE const &predicate, uint32 maxTargets, SelectAggroTarget targetType) |
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virtual void | DamageDealt (Unit *, uint32 &, DamageEffectType) |
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virtual void | DamageTaken (Unit *, uint32 &) |
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virtual void | HealReceived (Unit *, uint32 &) |
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virtual void | HealDone (Unit *, uint32 &) |
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virtual void | SpellInterrupted (uint32, uint32) |
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void | AttackStartCaster (Unit *victim, float dist) |
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void | DoCast (uint32 spellId) |
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void | DoCast (Unit *victim, uint32 spellId, bool triggered=false) |
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void | DoCastVictim (uint32 spellId, bool triggered=false) |
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void | DoCastAOE (uint32 spellId, bool triggered=false) |
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void | DoMeleeAttackIfReady () |
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bool | DoSpellAttackIfReady (uint32 spellId) |
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virtual void | sGossipHello (Player *) |
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virtual void | sGossipSelect (Player *, uint32, uint32) |
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virtual void | sGossipSelectCode (Player *, uint32, uint32, char const *) |
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virtual void | sQuestAccept (Player *, Quest const *) |
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virtual void | sQuestSelect (Player *, Quest const *) |
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virtual void | sQuestReward (Player *, Quest const *, uint32) |
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virtual bool | sOnDummyEffect (Unit *, uint32, SpellEffIndex) |
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virtual void | sOnGameEvent (bool, uint16) |
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