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| go_pressure_valve () |
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bool | OnGossipHello (Player *player, GameObject *go) override |
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bool | IsDatabaseBound () const override |
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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 | OnModifyHealth (GameObject *, Unit *, int32 &, SpellInfo const *) |
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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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virtual bool | isAfterLoadScript () const |
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virtual void | checkValidity () |
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const std::string & | GetName () const |
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uint16 | GetTotalAvailableHooks () |
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virtual void | OnUpdate (GameObject *, uint32) |
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◆ go_pressure_valve()
go_pressure_valve::go_pressure_valve |
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inline |
Definition GameObjectScript.h:25
◆ OnGossipHello()
Reimplemented from GameObjectScript.
493 {
494 if (!player)
495 return true;
496
498 if (trigger && trigger->
AI())
501
502 return false;
503 }
#define CAST_AI(a, b)
Definition UnitAI.h:26
CreatureAI * AI() const
Definition Creature.h:141
static ObjectGuid GetGUID(Object const *o)
Definition Object.h:112
Creature * FindNearestCreature(uint32 entry, float range, bool alive=true) const
Definition Object.cpp:2459
Definition zone_sholazar_basin.cpp:298
@ NPC_WANTS_BANANAS
Definition zone_sholazar_basin.cpp:271
References Creature::AI(), CAST_AI, WorldObject::FindNearestCreature(), Object::GetGUID(), and NPC_WANTS_BANANAS.
The documentation for this class was generated from the following file: