AzerothCore 3.3.5a
OpenSource WoW Emulator
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npc_forest_frog Struct Reference
Inheritance diagram for npc_forest_frog:
ScriptedAI CreatureAI UnitAI

Public Member Functions

 npc_forest_frog (Creature *creature)
 
void JustEngagedWith (Unit *) override
 Called for reaction when initially engaged.
 
void MovementInform (uint32 type, uint32 data) override
 
void UpdateAI (uint32 diff) override
 Use to start attacking a target. Called just before JustEngagedWith()
 
void DoSpawnRandom ()
 
void SpellHit (Unit *caster, SpellInfo const *spell) override
 
- Public Member Functions inherited from ScriptedAI
 ScriptedAI (Creature *creature)
 
 ~ScriptedAI () override
 
void AttackStartNoMove (Unit *target)
 
void DamageTaken (Unit *, uint32 &, DamageEffectType, SpellSchoolMask) override
 Called at any Damage from any attacker (before damage apply)
 
void UpdateAI (uint32 diff) override
 Use to start attacking a target. Called just before JustEngagedWith()
 
void JustDied (Unit *) override
 
void KilledUnit (Unit *) override
 
void JustSummoned (Creature *) override
 
void SummonedCreatureDespawn (Creature *) override
 
void SpellHit (Unit *, SpellInfo const *) override
 
void SpellHitTarget (Unit *, SpellInfo const *) override
 
void MovementInform (uint32, uint32) override
 
void OnPossess (bool)
 
bool IsInRoom (const Position *pos, Axis axis, bool above)
 
void Reset () override
 
void JustEngagedWith (Unit *) override
 Called for reaction when initially engaged.
 
void AttackStart (Unit *) override
 
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 DoPlayMusic (uint32 soundId, bool zone)
 
void DoAddThreat (Unit *unit, float amount)
 
void DoModifyThreatByPercent (Unit *unit, int32 pct)
 
void DoResetThreat (Unit *unit)
 
void DoResetThreatList ()
 
float DoGetThreat (Unit *unit)
 
void DoTeleportPlayer (Unit *unit, float x, float y, float z, float o)
 
void DoTeleportPlayer (Unit *unit, Position pos)
 
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 IsUniqueTimedEventDone (uint32 id) const
 
void SetUniqueTimedEventDone (uint32 id)
 
void ResetUniqueTimedEvent (uint32 id)
 
void ClearUniqueTimedEventsDone ()
 
void ScheduleTimedEvent (Milliseconds timerMin, Milliseconds timerMax, std::function< void()> exec, Milliseconds repeatMin, Milliseconds repeatMax=0s, uint32 uniqueId=0)
 
void ScheduleTimedEvent (Milliseconds timerMax, std::function< void()> exec, Milliseconds repeatMin, Milliseconds repeatMax=0s, uint32 uniqueId=0)
 
void ScheduleUniqueTimedEvent (Milliseconds timer, std::function< void()> exec, uint32 uniqueId)
 
bool HealthBelowPct (uint32 pct) const
 
bool HealthAbovePct (uint32 pct) const
 
SpellInfo const * SelectSpell (Unit *target, uint32 school, uint32 mechanic, SelectTargetType targets, uint32 powerCostMin, uint32 powerCostMax, 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)
 
virtual bool CheckEvadeIfOutOfCombatArea () 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
 
PlayerSelectTargetFromPlayerList (float maxdist, uint32 excludeAura=0, bool mustBeInLOS=false) const
 
void SetInvincibility (bool apply)
 
bool IsInvincible () const
 
void SetAutoAttackAllowed (bool allow)
 
bool IsAutoAttackAllowed () const
 
- Public Member Functions inherited from CreatureAI
void Talk (uint8 id, WorldObject const *whisperTarget=nullptr, Milliseconds delay=0s)
 Causes the creature to talk/say the text assigned to their entry in the creature_text database table.
 
void Talk (uint8 id, Milliseconds delay)
 
WorldObjectGetSummoner () const
 Returns the summoner creature/object, if the creature is a temporary summon.
 
 CreatureAI (Creature *creature)
 
 ~CreatureAI () override
 
void MoveCircleChecks ()
 
void MoveBackwardsChecks ()
 
void MoveInLineOfSight_Safe (Unit *who)
 == Reactions At =================================
 
void TriggerAlert (Unit const *who) const
 
virtual bool CanRespawn ()
 
virtual void EnterEvadeMode (EvadeReason why=EVADE_REASON_OTHER)
 
virtual void IsSummonedBy (WorldObject *)
 
virtual void SummonedCreatureDies (Creature *, Unit *)
 
virtual void SummonedCreatureDespawnAll ()
 
virtual void SummonedCreatureEvade (Creature *)
 
virtual void AttackedBy (Unit *)
 
virtual bool IsEscorted ()
 
virtual void JustRespawned ()
 
virtual void PathEndReached (uint32)
 
void OnCharmed (bool apply) override
 Called when unit is charmed.
 
virtual void JustReachedHome ()
 
void DoZoneInCombat (Creature *creature=nullptr, float maxRangeToNearestTarget=250.0f)
 
virtual void ReceiveEmote (Player *, uint32)
 
virtual void OwnerAttackedBy (Unit *)
 
virtual void OwnerAttacked (Unit *)
 
virtual void CorpseRemoved (uint32 &)
 == Triggered Actions Requested ==================
 
virtual void PassengerBoarded (Unit *, int8, bool)
 == Fields =======================================
 
virtual bool BeforeSpellClick (Unit *)
 
virtual void OnSpellClick (Unit *, bool &)
 
virtual bool CanSeeAlways (WorldObject const *)
 
virtual bool CanBeSeen (Player const *)
 
virtual bool CanAlwaysBeDetectable (WorldObject const *)
 
virtual void PetStopAttack ()
 
virtual bool CheckInRoom ()
 
CreatureBoundary const * GetBoundary () const
 
void SetBoundary (CreatureBoundary const *boundary, bool negativeBoundaries=false)
 
bool IsInBoundary (Position const *who=nullptr) const
 
virtual void CalculateThreat (Unit *, float &, SpellInfo const *)
 
virtual bool OnTeleportUnreacheablePlayer (Player *)
 
virtual void OnAuraRemove (AuraApplication *, AuraRemoveMode)
 
- Public Member Functions inherited from UnitAI
 UnitAI (Unit *unit)
 
virtual ~UnitAI ()
 
virtual bool CanAIAttack (Unit const *) const
 
virtual void InitializeAI ()
 
virtual void DoAction (int32)
 
virtual uint32 GetData (uint32) const
 
virtual void SetData (uint32, uint32)
 
virtual void SetGUID (ObjectGuid, int32=0)
 
virtual ObjectGuid GetGUID (int32=0) const
 
UnitSelectTarget (SelectTargetMethod targetType, uint32 position=0, float dist=0.0f, bool playerOnly=false, bool withTank=true, int32 aura=0)
 
template<class PREDICATE >
UnitSelectTarget (SelectTargetMethod targetType, uint32 position, PREDICATE const &predicate)
 
void SelectTargetList (std::list< Unit * > &targetList, uint32 num, SelectTargetMethod targetType, uint32 position=0, float dist=0.0f, bool playerOnly=false, bool withTank=true, int32 aura=0)
 Select the best (up to) <num> targets (in <targetType> order) from the threat list that fulfill the following:
 
template<class PREDICATE >
void SelectTargetList (std::list< Unit * > &targetList, uint32 num, SelectTargetMethod targetType, uint32 position, PREDICATE const &predicate)
 
virtual void JustEnteredCombat (Unit *)
 Called when the unit enters combat.
 
virtual void JustExitedCombat ()
 Called when the unit leaves combat.
 
virtual void DamageDealt (Unit *, uint32 &, DamageEffectType, SpellSchoolMask)
 Called at any Damage to any victim (before damage apply)
 
virtual void HealReceived (Unit *, uint32 &)
 Called when the creature receives heal.
 
virtual void OnPowerUpdate (Powers, int32, int32, uint32)
 Called when the creature power updates.
 
virtual void HealDone (Unit *, uint32 &)
 Called when the unit heals.
 
virtual void OnCalculateMeleeDamageReceived (uint32 &, Unit *)
 Called during damage calculations.
 
virtual void OnCalculateSpellDamageReceived (int32 &, Unit *)
 
virtual void OnCalculatePeriodicTickReceived (uint32 &, Unit *)
 Called during calculation when receiving periodic healing or damage (DoT or HoT)
 
void AttackStartCaster (Unit *victim, float dist)
 
SpellCastResult DoAddAuraToAllHostilePlayers (uint32 spellid)
 
SpellCastResult DoCast (uint32 spellId)
 
SpellCastResult DoCast (Unit *victim, uint32 spellId, bool triggered=false)
 
SpellCastResult DoCastSelf (uint32 spellId, bool triggered=false)
 
SpellCastResult DoCastToAllHostilePlayers (uint32 spellid, bool triggered=false)
 To specify the caster as target if the spell is self-cast.
 
SpellCastResult DoCastVictim (uint32 spellId, bool triggered=false)
 
SpellCastResult DoCastAOE (uint32 spellId, bool triggered=false)
 
SpellCastResult DoCastRandomTarget (uint32 spellId, uint32 threatTablePosition=0, float dist=0.0f, bool playerOnly=true, bool triggered=false, bool withTank=true)
 Cast the spell on a random unit from the threat list.
 
SpellCastResult DoCastMaxThreat (uint32 spellId, uint32 threatTablePosition=0, float dist=0.0f, bool playerOnly=true, bool triggered=false)
 Cast spell on the top threat target, which may not be the current victim.
 
float DoGetSpellMaxRange (uint32 spellId, bool positive=false)
 
void DoMeleeAttackIfReady ()
 
bool DoSpellAttackIfReady (uint32 spell)
 
void DoSpellAttackToRandomTargetIfReady (uint32 spell, uint32 threatTablePosition=0, float dist=0.f, bool playerOnly=true)
 
virtual void SummonMovementInform (Creature *, uint32, uint32)
 Called when a summon reaches a waypoint or point movement finished.
 
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 sQuestComplete (Player *, Quest const *)
 
virtual void sQuestReward (Player *, Quest const *, uint32)
 
virtual void sOnGameEvent (bool, uint16)
 
virtual std::string GetDebugInfo () const
 

Private Attributes

InstanceScriptinstance
 
uint8 eventTimer
 
ObjectGuid PlayerGUID
 

Additional Inherited Members

- Public Types inherited from ScriptedAI
enum class  Axis {
  AXIS_X ,
  AXIS_Y
}
 
- Public Types inherited from CreatureAI
enum  EvadeReason {
  EVADE_REASON_NO_HOSTILES ,
  EVADE_REASON_BOUNDARY ,
  EVADE_REASON_SEQUENCE_BREAK ,
  EVADE_REASON_NO_PATH ,
  EVADE_REASON_OTHER
}
 
- Static Public Member Functions inherited from CreatureAI
static bool IsInBounds (CreatureBoundary const &boundary, Position const *who)
 
- Static Public Member Functions inherited from UnitAI
static void FillAISpellInfo ()
 
- Public Attributes inherited from ScriptedAI
Creatureme
 
- Static Public Attributes inherited from UnitAI
static AISpellInfoTypeAISpellInfo
 
- 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)
 
virtual void MoveInLineOfSight (Unit *)
 
bool _EnterEvadeMode (EvadeReason why=EVADE_REASON_OTHER)
 
- Protected Attributes inherited from CreatureAI
Creature *const me
 
EventMap events
 
TaskScheduler scheduler
 
CreatureBoundary const * _boundary
 
bool _negateBoundary
 
- Protected Attributes inherited from UnitAI
Unit *const me
 

Detailed Description

Constructor & Destructor Documentation

◆ npc_forest_frog()

npc_forest_frog::npc_forest_frog ( Creature creature)
inline
71 : ScriptedAI(creature)
72 {
73 instance = creature->GetInstanceScript();
74 }
InstanceScript * GetInstanceScript() const
Definition Object.cpp:1203
Definition ScriptedCreature.h:190
InstanceScript * instance
Definition zulaman.cpp:234

References WorldObject::GetInstanceScript(), and instance.

Member Function Documentation

◆ DoSpawnRandom()

void npc_forest_frog::DoSpawnRandom ( )
inline
186 {
187 auto const& entries =
188 {
191 };
192
194
196 {
197 cEntry = NPC_GUNTER;
199 }
201 {
202 cEntry = NPC_KYREN;
204 }
205
206 // start generic rp
207 eventTimer = 1;
208 events.ScheduleEvent(eventTimer, 3000);
209
210 me->UpdateEntry(cEntry);
211
213 me->SetFacingToObject(player);
214 }
std::uint32_t uint32
Definition Define.h:107
@ DONE
Definition InstanceScript.h:61
bool roll_chance_i(int chance)
Definition Random.h:60
events
Definition boss_sartura.cpp:43
bool UpdateEntry(uint32 entry, const CreatureData *data=nullptr, bool changelevel=true, bool updateAI=false)
Definition Creature.cpp:542
Definition Player.h:1081
void SetFacingToObject(WorldObject *object)
Definition Unit.cpp:20591
Map * GetMap() const
Definition Object.h:536
virtual uint32 GetData(uint32) const
Definition ZoneScript.h:51
virtual void SetData(uint32, uint32)
Definition ZoneScript.h:52
auto SelectRandomContainerElement(C const &container) -> typename std::add_const< decltype(*std::begin(container))>::type &
Definition Containers.h:133
Player * GetPlayer(Map const *, ObjectGuid const guid)
Definition ObjectAccessor.cpp:220
Creature * me
Definition ScriptedCreature.h:280
ObjectGuid PlayerGUID
Definition zulaman.cpp:236
uint8 eventTimer
Definition zulaman.cpp:235
@ NPC_HOLLEE
Definition zulaman.cpp:57
@ NPC_GUNTER
Definition zulaman.cpp:52
@ NPC_BRENNAN
Definition zulaman.cpp:56
@ NPC_CHRISTIAN
Definition zulaman.cpp:55
@ NPC_FUDGERICK
Definition zulaman.cpp:50
@ NPC_DEEZ
Definition zulaman.cpp:47
@ NPC_GALATHRYN
Definition zulaman.cpp:48
@ NPC_MANNUTH
Definition zulaman.cpp:46
@ NPC_MITZI
Definition zulaman.cpp:54
@ NPC_KYREN
Definition zulaman.cpp:53
@ NPC_ADARRAH
Definition zulaman.cpp:49
@ NPC_DARWEN
Definition zulaman.cpp:51
@ TYPE_RAND_VENDOR_1
Definition zulaman.h:36
@ TYPE_RAND_VENDOR_2
Definition zulaman.h:37

References DONE, eventTimer, ZoneScript::GetData(), WorldObject::GetMap(), ObjectAccessor::GetPlayer(), instance, ScriptedAI::me, NPC_ADARRAH, NPC_BRENNAN, NPC_CHRISTIAN, NPC_DARWEN, NPC_DEEZ, NPC_FUDGERICK, NPC_GALATHRYN, NPC_GUNTER, NPC_HOLLEE, NPC_KYREN, NPC_MANNUTH, NPC_MITZI, PlayerGUID, roll_chance_i(), Acore::Containers::SelectRandomContainerElement(), ZoneScript::SetData(), Unit::SetFacingToObject(), TYPE_RAND_VENDOR_1, TYPE_RAND_VENDOR_2, and Creature::UpdateEntry().

Referenced by SpellHit().

◆ JustEngagedWith()

void npc_forest_frog::JustEngagedWith ( Unit )
inlineoverridevirtual

Called for reaction when initially engaged.

Reimplemented from CreatureAI.

76{ }

◆ MovementInform()

void npc_forest_frog::MovementInform ( uint32  type,
uint32  data 
)
inlineoverridevirtual

Reimplemented from CreatureAI.

79 {
80 if (type == POINT_MOTION_TYPE && data == POINT_DESPAWN)
81 me->DespawnOrUnsummon(1000);
82 }
@ POINT_MOTION_TYPE
Definition MotionMaster.h:48
void DespawnOrUnsummon(Milliseconds msTimeToDespawn, Seconds forcedRespawnTimer)
Definition Creature.cpp:2183
@ POINT_DESPAWN
Definition zulaman.cpp:66

References Creature::DespawnOrUnsummon(), ScriptedAI::me, POINT_DESPAWN, and POINT_MOTION_TYPE.

◆ SpellHit()

void npc_forest_frog::SpellHit ( Unit caster,
SpellInfo const *  spell 
)
inlineoverridevirtual

Reimplemented from CreatureAI.

217 {
218 if (spell->Id == SPELL_REMOVE_AMANI_CURSE && caster->IsPlayer() && me->GetEntry() == NPC_FOREST_FROG)
219 {
221 PlayerGUID = caster->GetGUID();
222
223 if (roll_chance_i(2))
224 {
225 DoCast(caster, SPELL_PUSH_MOJO, true);
227 }
228 else
230 }
231 }
void MovePoint(uint32 id, const Position &pos, bool generatePath=true, bool forceDestination=true)
Definition MotionMaster.h:213
void MoveIdle()
Definition MotionMaster.cpp:232
bool IsPlayer() const
Definition Object.h:200
uint32 GetEntry() const
Definition Object.h:115
static ObjectGuid GetGUID(Object const *o)
Definition Object.h:112
SpellCastResult DoCast(uint32 spellId)
Definition UnitAI.cpp:177
MotionMaster * GetMotionMaster()
Definition Unit.h:1673
void GetPosition(float &x, float &y) const
Definition Position.h:126
void DoSpawnRandom()
Definition zulaman.cpp:185
@ SPELL_REMOVE_AMANI_CURSE
Definition zulaman.cpp:36
@ NPC_FOREST_FROG
Definition zulaman.cpp:45
@ SPELL_PUSH_MOJO
Definition zulaman.cpp:37

References UnitAI::DoCast(), DoSpawnRandom(), Object::GetEntry(), Object::GetGUID(), Unit::GetMotionMaster(), Position::GetPosition(), SpellInfo::Id, Object::IsPlayer(), ScriptedAI::me, MotionMaster::MoveIdle(), MotionMaster::MovePoint(), NPC_FOREST_FROG, PlayerGUID, POINT_DESPAWN, roll_chance_i(), SPELL_PUSH_MOJO, and SPELL_REMOVE_AMANI_CURSE.

◆ UpdateAI()

void npc_forest_frog::UpdateAI ( uint32  )
inlineoverridevirtual

Use to start attacking a target. Called just before JustEngagedWith()

Implements UnitAI.

85 {
86 events.Update(diff);
87 if (eventTimer)
88 {
90 if (!player)
91 {
92 events.CancelEvent(eventTimer);
93 eventTimer = 0;
94 return;
95 }
96 switch (events.ExecuteEvent())
97 {
98 case 1:
99
100 if (me->GetEntry() == NPC_ADARRAH)
101 Talk(SAY_THANKS_FREED + 1, player);
102 else
103 Talk(SAY_THANKS_FREED, player);
104
105 eventTimer = 2;
106 events.ScheduleEvent(eventTimer, urand(4000, 5000));
107 break;
108 case 2:
109 if (me->GetEntry() != NPC_GUNTER && me->GetEntry() != NPC_KYREN) // vendors don't kneel?
111
112 switch (me->GetEntry())
113 {
114 case NPC_MANNUTH:
115 case NPC_DEEZ:
116 case NPC_GALATHRYN:
118 Talk(SAY_CHEST_SPAWN, player);
119 break;
120 case NPC_ADARRAH:
122 Talk(SAY_CHEST_SPAWN + 1, player);
123 break;
124 case NPC_DARWEN:
125 case NPC_FUDGERICK:
127 me->LoadEquipment(0, true);
128 Talk(SAY_CHEST_SPAWN, player);
129 break;
130 case NPC_KYREN:
131 case NPC_GUNTER:
132 Talk(SAY_CHEST_SPAWN, player);
133 break;
134 case NPC_MITZI:
135 case NPC_CHRISTIAN:
136 case NPC_BRENNAN:
137 case NPC_HOLLEE:
139 Talk(SAY_CHEST_SPAWN, player);
140 break;
141 }
142 eventTimer = 3;
143 events.ScheduleEvent(eventTimer, urand(6000, 7000));
144 break;
145 case 3:
147
148 if (me->GetEntry() == NPC_ADARRAH)
149 Talk(SAY_CHEST_TALK + 1, player);
150 else
151 Talk(SAY_CHEST_TALK, player);
152
153 eventTimer = 4;
154 if (me->GetEntry() == NPC_GUNTER || me->GetEntry() == NPC_KYREN)
155 events.ScheduleEvent(eventTimer, 5 * MINUTE * IN_MILLISECONDS); // vendors wait for 5 minutes before running away and despawning
156 else
157 events.ScheduleEvent(eventTimer, 6000);
158 break;
159 case 4:
161
162 if (me->GetEntry() == NPC_ADARRAH)
163 Talk(SAY_GOODBYE + 1, player);
164 else
165 Talk(SAY_GOODBYE, player);
166
167 eventTimer = 5;
168 events.ScheduleEvent(eventTimer, 2000);
169 break;
170 case 5:
171
172 if (me->GetEntry() == NPC_ADARRAH)
174
175 if (me->GetPositionY() > 1290.0f)
176 me->GetMotionMaster()->MovePoint(POINT_DESPAWN, 118.2742f, 1400.657f, -9.118711f);
177 else
178 me->GetMotionMaster()->MovePoint(POINT_DESPAWN, 114.3155f, 1244.244f, -20.97606f);
179 eventTimer = 0;
180 break;
181 }
182 }
183 }
constexpr auto IN_MILLISECONDS
Definition Common.h:53
constexpr auto MINUTE
Definition Common.h:47
uint32 urand(uint32 min, uint32 max)
Definition Random.cpp:44
@ EMOTE_ONESHOT_NONE
Definition SharedDefines.h:1894
@ EMOTE_ONESHOT_WAVE
Definition SharedDefines.h:1897
@ UNIT_STAND_STATE_KNEEL
Definition UnitDefines.h:40
void LoadEquipment(int8 id=1, bool force=false)
Definition Creature.cpp:1804
SpellCastResult DoCastSelf(uint32 spellId, bool triggered=false)
Definition UnitAI.h:392
void HandleEmoteCommand(uint32 emoteId)
Definition Unit.cpp:2011
void SetStandState(uint8 state)
Definition Unit.cpp:16778
Talk
Definition hyjal.cpp:82
float GetPositionY() const
Definition Position.h:122
@ SPELL_SUMMON_MONEY_BAG
Definition zulaman.cpp:40
@ SAY_GOODBYE
Definition zulaman.cpp:64
@ SPELL_SUMMON_AMANI_CHARM_CHEST_2
Definition zulaman.cpp:39
@ SPELL_STEALTH_
Definition zulaman.cpp:41
@ SAY_CHEST_SPAWN
Definition zulaman.cpp:62
@ SAY_THANKS_FREED
Definition zulaman.cpp:61
@ SAY_CHEST_TALK
Definition zulaman.cpp:63
@ SPELL_SUMMON_AMANI_CHARM_CHEST_1
Definition zulaman.cpp:38

References UnitAI::DoCastSelf(), EMOTE_ONESHOT_NONE, EMOTE_ONESHOT_WAVE, eventTimer, Object::GetEntry(), WorldObject::GetMap(), Unit::GetMotionMaster(), ObjectAccessor::GetPlayer(), Position::GetPositionY(), Unit::HandleEmoteCommand(), IN_MILLISECONDS, Creature::LoadEquipment(), ScriptedAI::me, MINUTE, MotionMaster::MovePoint(), NPC_ADARRAH, NPC_BRENNAN, NPC_CHRISTIAN, NPC_DARWEN, NPC_DEEZ, NPC_FUDGERICK, NPC_GALATHRYN, NPC_GUNTER, NPC_HOLLEE, NPC_KYREN, NPC_MANNUTH, NPC_MITZI, PlayerGUID, POINT_DESPAWN, SAY_CHEST_SPAWN, SAY_CHEST_TALK, SAY_GOODBYE, SAY_THANKS_FREED, Unit::SetStandState(), SPELL_STEALTH_, SPELL_SUMMON_AMANI_CHARM_CHEST_1, SPELL_SUMMON_AMANI_CHARM_CHEST_2, SPELL_SUMMON_MONEY_BAG, UNIT_STAND_STATE_KNEEL, and urand().

Member Data Documentation

◆ eventTimer

uint8 npc_forest_frog::eventTimer
private

Referenced by DoSpawnRandom(), and UpdateAI().

◆ instance

InstanceScript* npc_forest_frog::instance
private

Referenced by DoSpawnRandom(), and npc_forest_frog().

◆ PlayerGUID

ObjectGuid npc_forest_frog::PlayerGUID
private

Referenced by DoSpawnRandom(), SpellHit(), and UpdateAI().


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