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| go_soulwellAI (GameObject *go) |
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bool | GossipHello (Player *player) override |
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| GameObjectAI (GameObject *g) |
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virtual | ~GameObjectAI () |
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virtual void | UpdateAI (uint32) |
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virtual void | InitializeAI () |
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virtual void | Reset () |
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virtual void | DoAction (int32) |
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virtual void | SetGUID (uint64, int32) |
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virtual uint64 | GetGUID (int32) const |
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virtual bool | GossipSelect (Player *, uint32, uint32) |
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virtual bool | GossipSelectCode (Player *, uint32, uint32, char const *) |
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virtual bool | QuestAccept (Player *, Quest const *) |
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virtual bool | QuestReward (Player *, Quest const *, uint32) |
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virtual uint32 | GetDialogStatus (Player *) |
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virtual void | Destroyed (Player *, uint32) |
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virtual uint32 | GetData (uint32) const |
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virtual void | SetData64 (uint32, uint64) |
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virtual uint64 | GetData64 (uint32) const |
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virtual void | SetData (uint32, uint32) |
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virtual void | OnGameEvent (bool, uint16) |
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virtual void | OnStateChanged (uint32, Unit *) |
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virtual void | EventInform (uint32) |
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go_soulwell::go_soulwellAI::go_soulwellAI |
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GameObject * |
go | ) |
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inline |
GameObjectAI(GameObject *g)
Definition: GameObjectAI.h:34
bool go_soulwell::go_soulwellAI::GossipHello |
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Player * |
player | ) |
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inlineoverridevirtual |
Due to the fact that this GameObject triggers CMSG_GAMEOBJECT_USE and CMSG_GAMEOBJECT_REPORT_USE, this GossipHello hook is called twice. The script's handling is fine as it won't remove two charges on the well. We have to find how to segregate REPORT_USE and USE.
Reimplemented from GameObjectAI.
Unit * GetOwner() const
Definition: GameObject.cpp:1009
Player * ToPlayer()
Definition: Object.h:191
TypeID GetTypeId() const
Definition: Object.h:113
Definition: ObjectGuid.h:33
GameObject *const go
Definition: GameObjectAI.h:32
The documentation for this struct was generated from the following file: