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| go_brazier_of_madness (GameObject *go) |
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bool | GossipHello (Player *, bool reportUse) override |
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| GameObjectAI (GameObject *go) |
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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 (ObjectGuid, int32) |
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virtual ObjectGuid | 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 | 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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virtual void | SpellHit (Unit *, SpellInfo const *) |
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virtual bool | CanBeSeen (Player const *) |
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virtual void | JustSummoned (Creature *) |
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virtual void | SummonedCreatureDespawn (Creature *) |
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virtual void | SummonedCreatureDies (Creature *, Unit *) |
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virtual void | SummonedCreatureEvade (Creature *) |
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◆ go_brazier_of_madness()
go_brazier_of_madness::go_brazier_of_madness |
( |
GameObject * |
go | ) |
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|
inline |
Definition GameObjectAI.h:33
◆ GossipHello()
bool go_brazier_of_madness::GossipHello |
( |
Player * |
, |
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bool |
reportUse |
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) |
| |
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inlineoverridevirtual |
Reimplemented from GameObjectAI.
219 {
220 if (reportUse)
221 {
222 return true;
223 }
224
226 {
228 {
229 return false;
230 }
231 }
232
234 for (
uint8 i = 0; i < 4; ++i)
235 {
237 {
239 break;
240 }
241 }
242
243 if (bossEntry)
244 {
246 }
247
248 return false;
249 }
constexpr auto IN_MILLISECONDS
Definition Common.h:53
constexpr auto HOUR
Definition Common.h:48
std::uint8_t uint8
Definition Define.h:109
std::uint32_t uint32
Definition Define.h:107
#define sGameEventMgr
Definition GameEventMgr.h:201
@ TEMPSUMMON_CORPSE_TIMED_DESPAWN
Definition Object.h:51
GameObject *const me
Definition GameObjectAI.h:35
Definition InstanceScript.h:143
TempSummon * SummonCreature(uint32 id, const Position &pos, TempSummonType spwtype=TEMPSUMMON_MANUAL_DESPAWN, uint32 despwtime=0, uint32 vehId=0, SummonPropertiesEntry const *properties=nullptr, bool visibleBySummonerOnly=false) const
Definition Object.cpp:2368
InstanceScript * GetInstanceScript() const
Definition Object.cpp:1203
Position const edgeOfMagnessSummonPos
Definition instance_zulgurub.cpp:212
std::vector< std::pair< uint32, uint32 > > BrazierOfMadnessContainer
Definition instance_zulgurub.cpp:204
@ DATA_EDGE_OF_MADNESS
Definition zulgurub.h:40
References BrazierOfMadnessContainer, DATA_EDGE_OF_MADNESS, edgeOfMagnessSummonPos, WorldObject::GetInstanceScript(), HOUR, IN_MILLISECONDS, GameObjectAI::me, sGameEventMgr, WorldObject::SummonCreature(), and TEMPSUMMON_CORPSE_TIMED_DESPAWN.
The documentation for this struct was generated from the following file: