TrinityCore
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This is the complete list of members for npc_gunship::npc_gunshipAI, including all inherited members.
_boundary | CreatureAI | protected |
_died | npc_gunship::npc_gunshipAI | private |
_EnterEvadeMode(EvadeReason why=EVADE_REASON_OTHER) | CreatureAI | protected |
_shipVisits | npc_gunship::npc_gunshipAI | private |
_summonedFirstMage | npc_gunship::npc_gunshipAI | private |
_teamInInstance | npc_gunship::npc_gunshipAI | private |
AISpellInfo | UnitAI | static |
AttackedBy(Unit *) | CreatureAI | inlinevirtual |
AttackStart(Unit *) override | NullCreatureAI | inlinevirtual |
AttackStartCaster(Unit *victim, float dist) | UnitAI | |
CanAIAttack(Unit const *) const | UnitAI | inlinevirtual |
CanRespawn() | CreatureAI | inlinevirtual |
CanSeeAlways(WorldObject const *) | CreatureAI | inlinevirtual |
CheckBoundary(Position const *who=nullptr) const | CreatureAI | protected |
CheckInRoom() | CreatureAI | virtual |
CorpseRemoved(uint32 &) | CreatureAI | inlinevirtual |
CreatureAI(Creature *creature) | CreatureAI | inlineexplicit |
DamageDealt(Unit *, uint32 &, DamageEffectType) | UnitAI | inlinevirtual |
DamageTaken(Unit *, uint32 &damage) override | npc_gunship::npc_gunshipAI | inlinevirtual |
DoAction(int32) | UnitAI | inlinevirtual |
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 | |
DoSummon(uint32 entry, Position const &pos, uint32 despawnTime=30000, TempSummonType summonType=TEMPSUMMON_CORPSE_TIMED_DESPAWN) | CreatureAI | protected |
DoSummon(uint32 entry, WorldObject *obj, float radius=5.0f, uint32 despawnTime=30000, TempSummonType summonType=TEMPSUMMON_CORPSE_TIMED_DESPAWN) | CreatureAI | protected |
DoSummonFlyer(uint32 entry, WorldObject *obj, float flightZ, float radius=5.0f, uint32 despawnTime=30000, TempSummonType summonType=TEMPSUMMON_CORPSE_TIMED_DESPAWN) | CreatureAI | protected |
DoZoneInCombat(Creature *creature=NULL, float maxRangeToNearestTarget=50.0f) | CreatureAI | |
EnterCombat(Unit *) | CreatureAI | inlinevirtual |
EnterEvadeMode(EvadeReason) override | NullCreatureAI | inlinevirtual |
EVADE_REASON_BOUNDARY enum value | CreatureAI | |
EVADE_REASON_NO_HOSTILES enum value | CreatureAI | |
EVADE_REASON_OTHER enum value | CreatureAI | |
EVADE_REASON_SEQUENCE_BREAK enum value | CreatureAI | |
EvadeReason enum name | CreatureAI | |
FillAISpellInfo() | UnitAI | static |
GetBoundary() const | CreatureAI | inline |
GetData(uint32 id) const override | npc_gunship::npc_gunshipAI | inlinevirtual |
GetGUID(int32=0) const | UnitAI | inlinevirtual |
HealDone(Unit *, uint32 &) | UnitAI | inlinevirtual |
HealReceived(Unit *, uint32 &) | UnitAI | inlinevirtual |
InitializeAI() | UnitAI | inlinevirtual |
IsEscorted() const | CreatureAI | inlinevirtual |
IsSummonedBy(Unit *) | CreatureAI | inlinevirtual |
JustDied(Unit *) override | npc_gunship::npc_gunshipAI | inlinevirtual |
JustReachedHome() | CreatureAI | inlinevirtual |
JustRespawned() | CreatureAI | inlinevirtual |
JustSummoned(Creature *) | CreatureAI | inlinevirtual |
KilledUnit(Unit *) | CreatureAI | inlinevirtual |
me | CreatureAI | protected |
MoveInLineOfSight(Unit *) override | NullCreatureAI | inlinevirtual |
MoveInLineOfSight_Safe(Unit *who) | CreatureAI | |
MovementInform(uint32, uint32) | CreatureAI | inlinevirtual |
npc_gunshipAI(Creature *creature) | npc_gunship::npc_gunshipAI | inline |
NullCreatureAI(Creature *c) | NullCreatureAI | explicit |
OnCharmed(bool) override | NullCreatureAI | inlinevirtual |
OnSpellClick(Unit *, bool &) | CreatureAI | inlinevirtual |
OwnerAttacked(Unit *) | CreatureAI | inlinevirtual |
OwnerAttackedBy(Unit *) | CreatureAI | inlinevirtual |
PassengerBoarded(Unit *, int8, bool) | CreatureAI | inlinevirtual |
Permissible(const Creature *) | NullCreatureAI | inlinestatic |
ReceiveEmote(Player *, uint32) | CreatureAI | inlinevirtual |
Reset() | UnitAI | inlinevirtual |
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) | UnitAI | inline |
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) | UnitAI | inline |
SetBoundary(CreatureBoundary const *boundary) | CreatureAI | inlineprotected |
SetData(uint32, uint32) | UnitAI | inlinevirtual |
SetGazeOn(Unit *target) | CreatureAI | protected |
SetGUID(ObjectGuid guid, int32 id) override | npc_gunship::npc_gunshipAI | inlinevirtual |
sGossipHello(Player *) | UnitAI | inlinevirtual |
sGossipSelect(Player *, uint32, uint32) | UnitAI | inlinevirtual |
sGossipSelectCode(Player *, uint32, uint32, char const *) | UnitAI | inlinevirtual |
sOnDummyEffect(Unit *, uint32, SpellEffIndex) | UnitAI | inlinevirtual |
sOnGameEvent(bool, uint16) | UnitAI | inlinevirtual |
SpellHit(Unit *, SpellInfo const *) | CreatureAI | inlinevirtual |
SpellHitTarget(Unit *, SpellInfo const *) | CreatureAI | inlinevirtual |
SpellInterrupted(uint32, uint32) | UnitAI | inlinevirtual |
sQuestAccept(Player *, Quest const *) | UnitAI | inlinevirtual |
sQuestReward(Player *, Quest const *, uint32) | UnitAI | inlinevirtual |
sQuestSelect(Player *, Quest const *) | UnitAI | inlinevirtual |
SummonedCreatureDespawn(Creature *) | CreatureAI | inlinevirtual |
SummonedCreatureDies(Creature *, Unit *) | CreatureAI | inlinevirtual |
Talk(uint8 id, WorldObject const *whisperTarget=nullptr) | CreatureAI | |
TriggerAlert(Unit const *who) const | CreatureAI | |
UnitAI(Unit *unit) | UnitAI | inlineexplicit |
UpdateAI(uint32) override | NullCreatureAI | inlinevirtual |
UpdateVictim() | CreatureAI | protected |
UpdateVictimWithGaze() | CreatureAI | protected |
VisualizeBoundary(uint32 duration, Unit *owner=nullptr, bool fill=false) const | CreatureAI | |
~CreatureAI() | CreatureAI | inlinevirtual |
~UnitAI() | UnitAI | inlinevirtual |