30 {
32 {
33 case 1:
40 break;
41 case 2:
43 break;
44 case 3:
50 {
52 }
54 break;
55 case 4:
59 break;
60 case 5:
63 break;
64 case 6:
68 break;
69 case 7:
71 {
73 }
75 {
77 }
79 break;
80 case 8:
85 break;
86 case 9:
89 break;
90 case 10:
93 break;
94 case 11:
97 break;
98 case 12:
101 break;
102 case 13:
105 break;
106 case 14:
107 {
117 }
118 break;
119 }
120 return true;
121 }
@ NPC_QUEL_DELAR
Definition: halls_of_reflection.h:80
@ SPELL_SUMMON_EVIL_QUEL
Definition: halls_of_reflection.h:299
@ EMOTE_QUEL_PREPARE
Definition: halls_of_reflection.h:229
@ SAY_BATTERED_HILT_OUTRO3
Definition: halls_of_reflection.h:232
@ SAY_BATTERED_HILT_OUTRO4
Definition: halls_of_reflection.h:233
@ SAY_BATTERED_HILT_OUTRO1
Definition: halls_of_reflection.h:230
@ SAY_BATTERED_HILT_REALIZE
Definition: halls_of_reflection.h:228
@ SAY_BATTERED_HILT_OUTRO2
Definition: halls_of_reflection.h:231
@ EMOTE_QUEL_SPAWN
Definition: halls_of_reflection.h:227
@ SAY_BATTERED_HILT_HALT
Definition: halls_of_reflection.h:226
@ DATA_BATTERED_HILT
Definition: halls_of_reflection.h:36
Position const homePos
Definition: boss_chromaggus.cpp:71
@ REACT_PASSIVE
Definition: Unit.h:548
@ REACT_AGGRESSIVE
Definition: Unit.h:550
@ UNIT_STAND_STATE_KNEEL
Definition: UnitDefines.h:40
void AddEvent(BasicEvent *Event, uint64 e_time, bool set_addtime=true)
Definition: EventProcessor.h:103
uint64 CalculateTime(uint64 t_offset) const
Definition: EventProcessor.cpp:159
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.
Definition: CreatureAI.cpp:50
Definition: Creature.h:43
void GetHomePosition(float &x, float &y, float &z, float &ori) const
Definition: Creature.h:338
void SetReactState(ReactStates state)
A creature can have 3 ReactStates : Agressive, Passive, Neutral.
Definition: Creature.h:94
bool SetWalk(bool enable) override
Enable or disable the creature's walk mode by removing: MOVEMENTFLAG_WALKING. Infom also the client.
Definition: Creature.cpp:3191
CreatureAI * AI() const
Definition: Creature.h:140
InstanceScript * GetInstanceScript() const
Definition: Object.cpp:1203
Creature * FindNearestCreature(uint32 entry, float range, bool alive=true) const
Definition: Object.cpp:2457
EventProcessor m_Events
Definition: Object.h:642
Definition: Position.h:27
float GetPositionZ() const
Definition: Position.h:118
float GetOrientation() const
Definition: Position.h:119
float GetPositionX() const
Definition: Position.h:116
float GetPositionY() const
Definition: Position.h:117
void SetVisible(bool x)
Definition: Unit.cpp:14232
void SetFacingTo(float ori)
Definition: Unit.cpp:20527
MotionMaster * GetMotionMaster()
Definition: Unit.h:1620
virtual bool UpdatePosition(float x, float y, float z, float ang, bool teleport=false)
Definition: Unit.cpp:20025
SpellCastResult CastSpell(SpellCastTargets const &targets, SpellInfo const *spellInfo, CustomSpellValues const *value, TriggerCastFlags triggerFlags=TRIGGERED_NONE, Item *castItem=nullptr, AuraEffect const *triggeredByAura=nullptr, ObjectGuid originalCaster=ObjectGuid::Empty)
Definition: Unit.cpp:1167
void StopMovingOnCurrentPos()
Definition: Unit.cpp:16689
void NearTeleportTo(Position &pos, bool casting=false, bool vehicleTeleport=false, bool withPet=false, bool removeTransport=false)
Definition: Unit.cpp:19979
void SetStandState(uint8 state)
Definition: Unit.cpp:16726
void SetImmuneToAll(bool apply, bool keepCombat=false)
Definition: Unit.h:874
Definition: InstanceScript.h:142
void MovePoint(uint32 id, const Position &pos, bool generatePath=true, bool forceDestination=true)
Definition: MotionMaster.h:213
void Clear(bool reset=true)
Definition: MotionMaster.h:167
Definition: instance_halls_of_reflection.cpp:25