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| | go_bristlelimb_cage () |
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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_bristlelimb_cage()
| go_bristlelimb_cage::go_bristlelimb_cage |
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inline |
Definition GameObjectScript.h:25
◆ OnGossipHello()
Reimplemented from GameObjectScript.
498 {
501 {
503 {
506 return false;
507 }
508 }
509 return true;
510 }
@ GO_STATE_READY
Definition GameObjectData.h:692
@ QUEST_STATUS_INCOMPLETE
Definition QuestDef.h:103
#define CAST_AI(a, b)
Definition UnitAI.h:26
void SetGoState(GOState state)
Definition GameObject.cpp:2469
void ResetDoorOrButton()
Definition GameObject.cpp:1400
QuestStatus GetQuestStatus(uint32 quest_id) const
Definition PlayerQuest.cpp:1430
Creature * FindNearestCreature(uint32 entry, float range, bool alive=true) const
Definition Object.cpp:2446
Definition zone_azuremyst_isle.cpp:431
@ QUEST_THE_PROPHECY_OF_AKIDA
Definition zone_azuremyst_isle.cpp:415
@ NPC_STILLPINE_CAPITIVE
Definition zone_azuremyst_isle.cpp:416
References CAST_AI, WorldObject::FindNearestCreature(), Player::GetQuestStatus(), GO_STATE_READY, NPC_STILLPINE_CAPITIVE, QUEST_STATUS_INCOMPLETE, QUEST_THE_PROPHECY_OF_AKIDA, GameObject::ResetDoorOrButton(), and GameObject::SetGoState().
The documentation for this class was generated from the following file: