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boss_shade_of_akama::boss_shade_of_akamaAI Struct Reference

Public Member Functions

 boss_shade_of_akamaAI (Creature *creature)
 
void Initialize ()
 
void Reset () override
 
void EnterCombat (Unit *) override
 
void AttackStart (Unit *who) override
 
void DoAction (int32 actionId) override
 
void SpellHit (Unit *, SpellInfo const *spell) override
 
void UpdateSpeed ()
 
void UpdateAI (uint32 diff) override
 
- Public Member Functions inherited from BossAI
 BossAI (Creature *creature, uint32 bossId)
 
virtual ~BossAI ()
 
void JustSummoned (Creature *summon) override
 
void SummonedCreatureDespawn (Creature *summon) override
 
virtual void ExecuteEvent (uint32)
 
virtual void ScheduleTasks ()
 
void JustDied (Unit *) override
 
void JustReachedHome () override
 
bool CanAIAttack (Unit const *target) const override
 
- Public Member Functions inherited from ScriptedAI
 ScriptedAI (Creature *creature)
 
virtual ~ScriptedAI ()
 
void AttackStartNoMove (Unit *target)
 
void DamageTaken (Unit *, uint32 &) override
 
void KilledUnit (Unit *) override
 
void SpellHitTarget (Unit *, SpellInfo const *) override
 
void OnPossess (bool)
 
void DoStartMovement (Unit *target, float distance=0.0f, float angle=0.0f)
 
void DoStartNoMovement (Unit *target)
 
void DoStopAttack ()
 
void DoCastSpell (Unit *target, SpellInfo const *spellInfo, bool triggered=false)
 
void DoPlaySoundToSet (WorldObject *source, uint32 soundId)
 
void DoResetThreat ()
 
float DoGetThreat (Unit *unit)
 
void DoModifyThreatPercent (Unit *unit, int32 pct)
 
void DoTeleportTo (float x, float y, float z, uint32 time=0)
 
void DoTeleportTo (float const pos[4])
 
void DoTeleportPlayer (Unit *unit, float x, float y, float z, float o)
 
void DoTeleportAll (float x, float y, float z, float o)
 
UnitDoSelectLowestHpFriendly (float range, uint32 minHPDiff=1)
 
std::list< Creature * > DoFindFriendlyCC (float range)
 
std::list< Creature * > DoFindFriendlyMissingBuff (float range, uint32 spellId)
 
PlayerGetPlayerAtMinimumRange (float minRange)
 
CreatureDoSpawnCreature (uint32 entry, float offsetX, float offsetY, float offsetZ, float angle, uint32 type, uint32 despawntime)
 
bool HealthBelowPct (uint32 pct) const
 
bool HealthAbovePct (uint32 pct) const
 
SpellInfo constSelectSpell (Unit *target, uint32 school, uint32 mechanic, SelectTargetType targets, float rangeMin, float rangeMax, SelectEffect effect)
 
void SetEquipmentSlots (bool loadDefault, int32 mainHand=EQUIP_NO_CHANGE, int32 offHand=EQUIP_NO_CHANGE, int32 ranged=EQUIP_NO_CHANGE)
 
void SetCombatMovement (bool allowMovement)
 
bool IsCombatMovementAllowed () const
 
bool IsHeroic () const
 
Difficulty GetDifficulty () const
 
bool Is25ManRaid () const
 
template<class T >
const T & DUNGEON_MODE (const T &normal5, const T &heroic10) const
 
template<class T >
const T & RAID_MODE (const T &normal10, const T &normal25) const
 
template<class T >
const T & RAID_MODE (const T &normal10, const T &normal25, const T &heroic10, const T &heroic25) const
 
- Public Member Functions inherited from CreatureAI
void Talk (uint8 id, WorldObject const *whisperTarget=nullptr)
 
 CreatureAI (Creature *creature)
 
virtual ~CreatureAI ()
 
void MoveInLineOfSight_Safe (Unit *who)
 == Reactions At ================================= More...
 
void TriggerAlert (Unit const *who) const
 
virtual bool CanRespawn ()
 
virtual void EnterEvadeMode (EvadeReason why=EVADE_REASON_OTHER)
 
virtual void IsSummonedBy (Unit *)
 
virtual void SummonedCreatureDies (Creature *, Unit *)
 
virtual void AttackedBy (Unit *)
 
virtual bool IsEscorted () const
 
virtual void JustRespawned ()
 
virtual void MovementInform (uint32, uint32)
 
void OnCharmed (bool apply) override
 
void DoZoneInCombat (Creature *creature=NULL, float maxRangeToNearestTarget=50.0f)
 
virtual void ReceiveEmote (Player *, uint32)
 
virtual void OwnerAttackedBy (Unit *)
 
virtual void OwnerAttacked (Unit *)
 
virtual void CorpseRemoved (uint32 &)
 == Triggered Actions Requested ================== More...
 
virtual void PassengerBoarded (Unit *, int8, bool)
 == Fields ======================================= More...
 
virtual void OnSpellClick (Unit *, bool &)
 
virtual bool CanSeeAlways (WorldObject const *)
 
int32 VisualizeBoundary (uint32 duration, Unit *owner=nullptr, bool fill=false) const
 
virtual bool CheckInRoom ()
 
CreatureBoundary constGetBoundary () const
 
- Public Member Functions inherited from UnitAI
 UnitAI (Unit *unit)
 
virtual ~UnitAI ()
 
virtual void InitializeAI ()
 
virtual uint32 GetData (uint32) const
 
virtual void SetData (uint32, uint32)
 
virtual void SetGUID (ObjectGuid, int32=0)
 
virtual ObjectGuid GetGUID (int32=0) const
 
UnitSelectTarget (SelectAggroTarget targetType, uint32 position=0, float dist=0.0f, bool playerOnly=false, int32 aura=0)
 
template<class PREDICATE >
UnitSelectTarget (SelectAggroTarget targetType, uint32 position, PREDICATE const &predicate)
 
void SelectTargetList (std::list< Unit * > &targetList, uint32 num, SelectAggroTarget targetType, float dist=0.0f, bool playerOnly=false, int32 aura=0)
 
template<class PREDICATE >
void SelectTargetList (std::list< Unit * > &targetList, PREDICATE const &predicate, uint32 maxTargets, SelectAggroTarget targetType)
 
virtual void DamageDealt (Unit *, uint32 &, DamageEffectType)
 
virtual void HealReceived (Unit *, uint32 &)
 
virtual void HealDone (Unit *, uint32 &)
 
virtual void SpellInterrupted (uint32, uint32)
 
void AttackStartCaster (Unit *victim, float dist)
 
void DoCast (uint32 spellId)
 
void DoCast (Unit *victim, uint32 spellId, bool triggered=false)
 
void DoCastVictim (uint32 spellId, bool triggered=false)
 
void DoCastAOE (uint32 spellId, bool triggered=false)
 
void DoMeleeAttackIfReady ()
 
bool DoSpellAttackIfReady (uint32 spellId)
 
virtual void sGossipHello (Player *)
 
virtual void sGossipSelect (Player *, uint32, uint32)
 
virtual void sGossipSelectCode (Player *, uint32, uint32, char const *)
 
virtual void sQuestAccept (Player *, Quest const *)
 
virtual void sQuestSelect (Player *, Quest const *)
 
virtual void sQuestReward (Player *, Quest const *, uint32)
 
virtual bool sOnDummyEffect (Unit *, uint32, SpellEffIndex)
 
virtual void sOnGameEvent (bool, uint16)
 

Public Attributes

bool HasKilledAkama
 
- Public Attributes inherited from BossAI
InstanceScript *const instance
 
- Public Attributes inherited from ScriptedAI
bool IsFleeing
 

Private Attributes

GuidList Channelers
 
GuidList Spawners
 
bool akamaReached
 
bool combatStarted
 
bool HasKilledAkamaAndReseting
 

Additional Inherited Members

- Public Types inherited from CreatureAI
enum  EvadeReason { EVADE_REASON_NO_HOSTILES, EVADE_REASON_BOUNDARY, EVADE_REASON_SEQUENCE_BREAK, EVADE_REASON_OTHER }
 
- Static Public Member Functions inherited from UnitAI
static void FillAISpellInfo ()
 
- Static Public Attributes inherited from UnitAI
static AISpellInfoTypeAISpellInfo
 
- Protected Member Functions inherited from BossAI
void _Reset ()
 
void _EnterCombat ()
 
void _JustDied ()
 
void _JustReachedHome ()
 
void _DespawnAtEvade ()
 
void TeleportCheaters ()
 
- Protected Member Functions inherited from CreatureAI
bool UpdateVictim ()
 
bool UpdateVictimWithGaze ()
 
void SetGazeOn (Unit *target)
 
CreatureDoSummon (uint32 entry, Position const &pos, uint32 despawnTime=30000, TempSummonType summonType=TEMPSUMMON_CORPSE_TIMED_DESPAWN)
 
CreatureDoSummon (uint32 entry, WorldObject *obj, float radius=5.0f, uint32 despawnTime=30000, TempSummonType summonType=TEMPSUMMON_CORPSE_TIMED_DESPAWN)
 
CreatureDoSummonFlyer (uint32 entry, WorldObject *obj, float flightZ, float radius=5.0f, uint32 despawnTime=30000, TempSummonType summonType=TEMPSUMMON_CORPSE_TIMED_DESPAWN)
 
bool CheckBoundary (Position const *who=nullptr) const
 
void SetBoundary (CreatureBoundary const *boundary)
 
virtual void MoveInLineOfSight (Unit *)
 
bool _EnterEvadeMode (EvadeReason why=EVADE_REASON_OTHER)
 
- Protected Attributes inherited from BossAI
EventMap events
 
SummonList summons
 
TaskScheduler scheduler
 
- Protected Attributes inherited from CreatureAI
Creature *const me
 
CreatureBoundary const_boundary
 
- Protected Attributes inherited from UnitAI
Unit *const me
 

Constructor & Destructor Documentation

boss_shade_of_akama::boss_shade_of_akamaAI::boss_shade_of_akamaAI ( Creature creature)
inline
160  : BossAI(creature, DATA_SHADE_OF_AKAMA)
161  {
162  Initialize();
164  }
Definition: black_temple.h:31
void Initialize()
Definition: boss_shade_of_akama.cpp:166
void SetFlag(uint16 index, uint32 newFlag)
Definition: Object.cpp:1199
Creature *const me
Definition: CreatureAI.h:71
Definition: UpdateFields.h:109
BossAI(Creature *creature, uint32 bossId)
Definition: ScriptedCreature.cpp:444
Definition: Unit.h:698

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Member Function Documentation

void boss_shade_of_akama::boss_shade_of_akamaAI::AttackStart ( Unit who)
inlineoverridevirtual

Reimplemented from ScriptedAI.

200  {
202  {
204  if (Akama->IsAlive())
206  }
207  else
209  }
Definition: black_temple.h:40
Definition: Creature.h:467
Creature *const me
Definition: CreatureAI.h:71
virtual ObjectGuid GetGuidData(uint32 type) const override
Definition: InstanceScript.cpp:93
TC_GAME_API Creature * GetCreature(WorldObject const &u, ObjectGuid const &guid)
Definition: ObjectAccessor.cpp:174
void AttackStart(Unit *) override
Definition: ScriptedCreature.cpp:117
Definition: UpdateFields.h:109
bool HasFlag(uint16 index, uint32 flag) const
Definition: Object.cpp:1239
Definition: Unit.h:698
InstanceScript *const instance
Definition: ScriptedCreature.h:340

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void boss_shade_of_akama::boss_shade_of_akamaAI::DoAction ( int32  actionId)
inlineoverridevirtual

Reimplemented from UnitAI.

212  {
213  if (actionId == ACTION_CHANNELER_DIED)
215 
216  UpdateSpeed();
217  }
void UpdateSpeed()
Definition: boss_shade_of_akama.cpp:234
void RemoveAuraFromStack(uint32 spellId, ObjectGuid casterGUID=ObjectGuid::Empty, AuraRemoveMode removeMode=AURA_REMOVE_BY_DEFAULT)
Definition: Unit.cpp:3602
Definition: boss_shade_of_akama.cpp:98
Creature *const me
Definition: CreatureAI.h:71
Definition: boss_shade_of_akama.cpp:55

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void boss_shade_of_akama::boss_shade_of_akamaAI::EnterCombat ( Unit )
inlineoverridevirtual

Reimplemented from BossAI.

197 { }
void boss_shade_of_akama::boss_shade_of_akamaAI::Initialize ( void  )
inline
167  {
168  combatStarted = false;
169  akamaReached = false;
170  HasKilledAkama = false;
172  }
bool akamaReached
Definition: boss_shade_of_akama.cpp:387
bool HasKilledAkama
Definition: boss_shade_of_akama.cpp:383
bool combatStarted
Definition: boss_shade_of_akama.cpp:388
bool HasKilledAkamaAndReseting
Definition: boss_shade_of_akama.cpp:389

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void boss_shade_of_akama::boss_shade_of_akamaAI::Reset ( )
inlineoverridevirtual

Reimplemented from BossAI.

175  {
176  _Reset();
178  {
179  for (GuidList::const_iterator itr = Channelers.begin(); itr != Channelers.end(); ++itr)
180  if (Creature* Channeler = ObjectAccessor::GetCreature(*me, *itr))
181  Channeler->DespawnOrUnsummon();
182 
183  for (GuidList::const_iterator itr = Spawners.begin(); itr != Spawners.end(); ++itr)
184  if (Creature* Spawner = ObjectAccessor::GetCreature(*me, *itr))
185  Spawner->AI()->DoAction(ACTION_DESPAWN_ALL_SPAWNS);
186 
189  }
190 
192 
193  me->SetWalk(true);
194  Initialize();
195  }
GuidList Channelers
Definition: boss_shade_of_akama.cpp:385
GuidList Spawners
Definition: boss_shade_of_akama.cpp:386
Definition: boss_shade_of_akama.cpp:101
void Initialize()
Definition: boss_shade_of_akama.cpp:166
Definition: Creature.h:467
Definition: Unit.h:681
Definition: boss_shade_of_akama.cpp:114
Creature *const me
Definition: CreatureAI.h:71
bool HasKilledAkamaAndReseting
Definition: boss_shade_of_akama.cpp:389
void _Reset()
Definition: ScriptedCreature.cpp:457
void ScheduleEvent(uint32 eventId, Milliseconds const &time, uint32 group=0, uint8 phase=0)
Definition: EventMap.h:123
TC_GAME_API Creature * GetCreature(WorldObject const &u, ObjectGuid const &guid)
Definition: ObjectAccessor.cpp:174
void RemoveFlag(uint16 index, uint32 oldFlag)
Definition: Object.cpp:1214
Definition: UpdateFields.h:109
bool SetWalk(bool enable)
Definition: Unit.cpp:15800
EventMap events
Definition: ScriptedCreature.h:371
Definition: boss_shade_of_akama.cpp:113

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void boss_shade_of_akama::boss_shade_of_akamaAI::SpellHit ( Unit ,
SpellInfo const spell 
)
inlineoverridevirtual

Reimplemented from ScriptedAI.

220  {
221  if (spell->Id == SPELL_AKAMA_SOUL_CHANNEL)
222  {
223  combatStarted = true;
228  me->AddThreat(Akama, 10000000.0f);
229  }
230  else if (spell->Id == SPELL_SHADE_SOUL_CHANNEL_2)
231  UpdateSpeed();
232  }
void AddThreat(Unit *victim, float fThreat, SpellSchoolMask schoolMask=SPELL_SCHOOL_MASK_NORMAL, SpellInfo const *threatSpell=NULL)
Definition: Unit.cpp:10691
Definition: UpdateFields.h:136
void UpdateSpeed()
Definition: boss_shade_of_akama.cpp:234
Definition: black_temple.h:40
void SetUInt32Value(uint16 index, uint32 value)
Definition: Object.cpp:996
Definition: Creature.h:467
bool combatStarted
Definition: boss_shade_of_akama.cpp:388
Creature *const me
Definition: CreatureAI.h:71
virtual ObjectGuid GetGuidData(uint32 type) const override
Definition: InstanceScript.cpp:93
Definition: boss_shade_of_akama.cpp:116
Definition: boss_shade_of_akama.cpp:55
Definition: boss_shade_of_akama.cpp:44
void ScheduleEvent(uint32 eventId, Milliseconds const &time, uint32 group=0, uint8 phase=0)
Definition: EventMap.h:123
TC_GAME_API Creature * GetCreature(WorldObject const &u, ObjectGuid const &guid)
Definition: ObjectAccessor.cpp:174
Definition: SharedDefines.h:2440
EventMap events
Definition: ScriptedCreature.h:371
Definition: boss_shade_of_akama.cpp:115
InstanceScript *const instance
Definition: ScriptedCreature.h:340

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void boss_shade_of_akama::boss_shade_of_akamaAI::UpdateAI ( uint32  diff)
inlineoverridevirtual

Reimplemented from BossAI.

250  {
252  return;
253 
254  events.Update(diff);
255 
256  if (!combatStarted)
257  {
258  while (uint32 eventId = events.ExecuteEvent())
259  {
260  switch (eventId)
261  {
264  if (!Akama->IsAlive())
265  Akama->Respawn();
266  break;
268  {
269  std::list<Creature*> ChannelerList;
271 
272  if (!ChannelerList.empty())
273  for (std::list<Creature*>::const_iterator itr = ChannelerList.begin(); itr != ChannelerList.end(); ++itr)
274  {
275  Channelers.push_back((*itr)->GetGUID());
276  if ((*itr)->isDead())
277  (*itr)->Respawn();
278  }
279 
280  std::list<Creature*> SpawnerList;
282 
283  if (!SpawnerList.empty())
284  for (std::list<Creature*>::const_iterator itr = SpawnerList.begin(); itr != SpawnerList.end(); ++itr)
285  Spawners.push_back((*itr)->GetGUID());
286 
288  break;
289  }
290  default:
291  break;
292  }
293  }
294  }
295  else
296  {
297  while (uint32 eventId = events.ExecuteEvent())
298  {
299  switch (eventId)
300  {
302  {
303  for (GuidList::const_iterator itr = Channelers.begin(); itr != Channelers.end(); ++itr)
304  if (Creature* Channeler = ObjectAccessor::GetCreature(*me, *itr))
305  Channeler->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NOT_SELECTABLE);
306 
307  for (GuidList::const_iterator itr = Spawners.begin(); itr != Spawners.end(); ++itr)
308  if (Creature* Spawner = ObjectAccessor::GetCreature(*me, *itr))
309  Spawner->AI()->DoAction(ACTION_START_SPAWNING);
310  break;
311  }
315  break;
316  case EVENT_ADD_THREAT:
319  break;
320  default:
321  break;
322  }
323  }
324 
325  if (HasKilledAkama)
326  {
328  {
333  me->DeleteThreatList();
334  me->CombatStop();
337  combatStarted = false;
338 
340  Akama->DespawnOrUnsummon();
341 
342  for (GuidList::const_iterator itr = Channelers.begin(); itr != Channelers.end(); ++itr)
343  if (Creature* Channeler = ObjectAccessor::GetCreature(*me, *itr))
344  Channeler->DespawnOrUnsummon();
345 
346  for (GuidList::const_iterator itr = Spawners.begin(); itr != Spawners.end(); ++itr)
347  if (Creature* Spawner = ObjectAccessor::GetCreature(*me, *itr))
348  Spawner->AI()->DoAction(ACTION_DESPAWN_ALL_SPAWNS);
349 
352  }
353  }
354 
355  if (!akamaReached)
356  {
358  {
359  if (me->IsWithinDist(Akama, 2.0f, false))
360  {
361  akamaReached = true;
362  me->GetMotionMaster()->Clear(true);
364  me->SetWalk(false);
365 
367 
370 
371  for (GuidList::const_iterator itr = Spawners.begin(); itr != Spawners.end(); ++itr)
372  if (Creature* Spawner = ObjectAccessor::GetCreature(*me, *itr))
373  Spawner->AI()->DoAction(ACTION_STOP_SPAWNING);
374  }
375  }
376  }
377  else
379  }
380  }
float x
Definition: Vector3.h:62
Definition: UpdateFields.h:136
Definition: boss_shade_of_akama.cpp:80
void MoveIdle()
Definition: MotionMaster.cpp:185
bool akamaReached
Definition: boss_shade_of_akama.cpp:387
void Clear(bool reset=true)
Definition: MotionMaster.h:138
void RemoveAllAurasExceptType(AuraType type)
Definition: Unit.cpp:3997
Definition: boss_shade_of_akama.cpp:49
bool HasKilledAkama
Definition: boss_shade_of_akama.cpp:383
Definition: black_temple.h:40
MotionMaster * GetMotionMaster()
Definition: Unit.h:2101
GuidList Channelers
Definition: boss_shade_of_akama.cpp:385
void MoveTargetedHome()
Definition: MotionMaster.cpp:201
Definition: black_temple.h:31
GuidList Spawners
Definition: boss_shade_of_akama.cpp:386
void SetUInt32Value(uint16 index, uint32 value)
Definition: Object.cpp:996
void CancelEvent(uint32 eventId)
Definition: EventMap.cpp:89
Definition: boss_shade_of_akama.cpp:101
G3D::Vector3 const ShadeWP
Definition: boss_shade_of_akama.cpp:141
Definition: Creature.h:467
void SetFlag(uint16 index, uint32 newFlag)
Definition: Object.cpp:1199
bool combatStarted
Definition: boss_shade_of_akama.cpp:388
float y
Definition: Vector3.h:62
Definition: Unit.h:681
void GetCreatureListWithEntryInGrid(std::list< Creature * > &lList, uint32 uiEntry, float fMaxSearchRange) const
Definition: Object.cpp:2483
Definition: boss_shade_of_akama.cpp:114
bool IsWithinDist(WorldObject const *obj, float dist2compare, bool is3D=true) const
Definition: Object.cpp:1658
Creature *const me
Definition: CreatureAI.h:71
void MovePoint(uint32 id, Position const &pos, bool generatePath=true)
Definition: MotionMaster.h:172
virtual ObjectGuid GetGuidData(uint32 type) const override
Definition: InstanceScript.cpp:93
Definition: boss_shade_of_akama.cpp:116
Definition: boss_shade_of_akama.cpp:99
Definition: InstanceScript.h:58
bool HasKilledAkamaAndReseting
Definition: boss_shade_of_akama.cpp:389
uint32_t uint32
Definition: Define.h:150
void DoCast(uint32 spellId)
Definition: UnitAI.cpp:101
Definition: SharedDefines.h:2458
void ScheduleEvent(uint32 eventId, Milliseconds const &time, uint32 group=0, uint8 phase=0)
Definition: EventMap.h:123
virtual bool SetBossState(uint32 id, EncounterState state)
Definition: InstanceScript.cpp:273
TC_GAME_API Creature * GetCreature(WorldObject const &u, ObjectGuid const &guid)
Definition: ObjectAccessor.cpp:174
void Update(uint32 time)
Definition: EventMap.h:54
void RemoveFlag(uint16 index, uint32 oldFlag)
Definition: Object.cpp:1214
float z
Definition: Vector3.h:62
void DeleteThreatList()
Definition: Unit.cpp:10700
Definition: UpdateFields.h:109
Definition: boss_shade_of_akama.cpp:117
uint32 ExecuteEvent()
Definition: EventMap.cpp:46
bool SetWalk(bool enable)
Definition: Unit.cpp:15800
Definition: SpellAuraDefines.h:64
void DoMeleeAttackIfReady()
Definition: UnitAI.cpp:49
EventMap events
Definition: ScriptedCreature.h:371
Definition: boss_shade_of_akama.cpp:100
Definition: boss_shade_of_akama.cpp:115
void CombatStop(bool includingCast=false)
Definition: Unit.cpp:7371
Definition: Unit.h:698
Definition: boss_shade_of_akama.cpp:113
InstanceScript *const instance
Definition: ScriptedCreature.h:340
Definition: boss_shade_of_akama.cpp:87

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void boss_shade_of_akama::boss_shade_of_akamaAI::UpdateSpeed ( )
inline
235  {
236  float moveSpeed = 0.2f;
237 
239  {
240  moveSpeed = (2.0f - (0.6f * me->GetAuraCount(SPELL_SHADE_SOUL_CHANNEL_2)));
241  me->SetSpeed(MOVE_WALK, moveSpeed / 2.5f);
242  me->SetSpeed(MOVE_RUN, (moveSpeed * 2) / 7);
244  }
245  else
247  }
void AddUnitState(uint32 f)
Definition: Unit.h:1394
Definition: Unit.h:599
void ClearUnitState(uint32 f)
Definition: Unit.h:1396
Creature *const me
Definition: CreatureAI.h:71
uint32 GetAuraCount(uint32 spellId) const
Definition: Unit.cpp:4224
Definition: boss_shade_of_akama.cpp:55
Definition: Unit.h:600
Definition: Unit.h:560
void SetSpeed(UnitMoveType mtype, float rate, bool forced=false)
Definition: Unit.cpp:10531

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Member Data Documentation

bool boss_shade_of_akama::boss_shade_of_akamaAI::akamaReached
private
GuidList boss_shade_of_akama::boss_shade_of_akamaAI::Channelers
private
bool boss_shade_of_akama::boss_shade_of_akamaAI::combatStarted
private
bool boss_shade_of_akama::boss_shade_of_akamaAI::HasKilledAkama
bool boss_shade_of_akama::boss_shade_of_akamaAI::HasKilledAkamaAndReseting
private
GuidList boss_shade_of_akama::boss_shade_of_akamaAI::Spawners
private

The documentation for this struct was generated from the following file: