AzerothCore 3.3.5a
OpenSource WoW Emulator
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go_transport_the_iron_eagle Struct Reference
Inheritance diagram for go_transport_the_iron_eagle:
GameObjectAI

Public Member Functions

 go_transport_the_iron_eagle (GameObject *object)
 
void EventInform (uint32 eventId) override
 
- Public Member Functions inherited from GameObjectAI
 GameObjectAI (GameObject *go)
 
virtual ~GameObjectAI ()
 
virtual void UpdateAI (uint32)
 
virtual void InitializeAI ()
 
virtual void Reset ()
 
virtual void DoAction (int32)
 
virtual void SetGUID (ObjectGuid, int32)
 
virtual ObjectGuid GetGUID (int32) const
 
virtual bool GossipHello (Player *, bool)
 
virtual bool GossipSelect (Player *, uint32, uint32)
 
virtual bool GossipSelectCode (Player *, uint32, uint32, char const *)
 
virtual bool QuestAccept (Player *, Quest const *)
 
virtual bool QuestReward (Player *, Quest const *, uint32)
 
virtual uint32 GetDialogStatus (Player *)
 
virtual void Destroyed (Player *, uint32)
 
virtual uint32 GetData (uint32) const
 
virtual void SetData (uint32, uint32)
 
virtual void OnGameEvent (bool, uint16)
 
virtual void OnStateChanged (uint32, Unit *)
 
virtual void SpellHit (Unit *, SpellInfo const *)
 
virtual bool CanBeSeen (Player const *)
 
virtual void JustSummoned (Creature *)
 
virtual void SummonedCreatureDespawn (Creature *)
 
virtual void SummonedCreatureDies (Creature *, Unit *)
 
virtual void SummonedCreatureEvade (Creature *)
 

Additional Inherited Members

- Static Public Member Functions inherited from GameObjectAI
static int32 Permissible (GameObject const *go)
 
- Protected Attributes inherited from GameObjectAI
GameObject *const me
 

Detailed Description

Constructor & Destructor Documentation

◆ go_transport_the_iron_eagle()

go_transport_the_iron_eagle::go_transport_the_iron_eagle ( GameObject object)
inline
26: GameObjectAI(object) { };
Definition GameObjectAI.h:33

Member Function Documentation

◆ EventInform()

void go_transport_the_iron_eagle::EventInform ( uint32  eventId)
inlineoverridevirtual

Reimplemented from GameObjectAI.

29 {
30 sWorldState->HandleConditionStateChange(WORLD_STATE_CONDITION_THE_IRON_EAGLE, static_cast<WorldStateConditionState>(eventId));
31 switch (eventId)
32 {
35 creature->AI()->Talk(0);
36 break;
38 if (Creature *creature = me->FindNearestCreature(NPC_SNURK_BUCKSQUICK, 150.0f))
39 creature->AI()->Talk(0);
40 break;
41 default:
42 return;
43 }
44 }
#define sWorldState
Definition WorldState.h:215
WorldStateConditionState
Definition WorldState.h:35
@ WORLD_STATE_CONDITION_THE_IRON_EAGLE
Definition WorldState.h:30
Definition Creature.h:43
GameObject *const me
Definition GameObjectAI.h:35
Creature * FindNearestCreature(uint32 entry, float range, bool alive=true) const
Definition Object.cpp:2459
@ EVENT_OG_FROM_GROMGOL_ARRIVAL
Definition transport_zeppelin.h:24
@ EVENT_GROMGOL_FROM_OG_ARRIVAL
Definition transport_zeppelin.h:25
@ NPC_NEZRAZ
Definition transport_zeppelin.h:43
@ NPC_SNURK_BUCKSQUICK
Definition transport_zeppelin.h:47
const float SEARCH_RANGE_ZEPPELIN_MASTER
Definition transport_zeppelin.h:58

References EVENT_GROMGOL_FROM_OG_ARRIVAL, EVENT_OG_FROM_GROMGOL_ARRIVAL, WorldObject::FindNearestCreature(), GameObjectAI::me, NPC_NEZRAZ, NPC_SNURK_BUCKSQUICK, SEARCH_RANGE_ZEPPELIN_MASTER, sWorldState, and WORLD_STATE_CONDITION_THE_IRON_EAGLE.


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