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| PlayerAI (Player *player) |
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void | OnCharmed (bool apply) override |
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| UnitAI (Unit *unit) |
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virtual | ~UnitAI () |
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virtual bool | CanAIAttack (Unit const *) const |
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virtual void | AttackStart (Unit *) |
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virtual void | UpdateAI (uint32)=0 |
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virtual void | InitializeAI () |
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virtual void | Reset () |
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virtual void | OnCharmed (bool apply)=0 |
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virtual void | DoAction (int32) |
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virtual uint32 | GetData (uint32) const |
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virtual void | SetData (uint32, uint32) |
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virtual void | SetGUID (ObjectGuid, int32=0) |
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virtual ObjectGuid | GetGUID (int32=0) const |
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Unit * | SelectTarget (SelectTargetMethod targetType, uint32 position=0, float dist=0.0f, bool playerOnly=false, bool withTank=true, int32 aura=0) |
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template<class PREDICATE > |
Unit * | SelectTarget (SelectTargetMethod targetType, uint32 position, PREDICATE const &predicate) |
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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) |
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template<class PREDICATE > |
void | SelectTargetList (std::list< Unit * > &targetList, uint32 num, SelectTargetMethod targetType, uint32 position, PREDICATE const &predicate) |
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virtual void | JustEnteredCombat (Unit *) |
| Called when the unit enters combat (NOTE: Creature engage logic should NOT be here, but in JustEngagedWith, which happens once threat is established!)
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virtual void | JustExitedCombat () |
| Called when the unit leaves combat.
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virtual void | DamageDealt (Unit *, uint32 &, DamageEffectType) |
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virtual void | DamageTaken (Unit *, uint32 &, DamageEffectType, SpellSchoolMask) |
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virtual void | HealReceived (Unit *, uint32 &) |
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virtual void | HealDone (Unit *, uint32 &) |
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void | AttackStartCaster (Unit *victim, float dist) |
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SpellCastResult | DoAddAuraToAllHostilePlayers (uint32 spellid) |
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SpellCastResult | DoCast (uint32 spellId) |
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SpellCastResult | DoCast (Unit *victim, uint32 spellId, bool triggered=false) |
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SpellCastResult | DoCastSelf (uint32 spellId, bool triggered=false) |
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SpellCastResult | DoCastToAllHostilePlayers (uint32 spellid, bool triggered=false) |
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SpellCastResult | DoCastVictim (uint32 spellId, bool triggered=false) |
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SpellCastResult | DoCastAOE (uint32 spellId, bool triggered=false) |
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SpellCastResult | DoCastRandomTarget (uint32 spellId, uint32 threatTablePosition=0, float dist=0.0f, bool playerOnly=true, bool triggered=false) |
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SpellCastResult | DoCastMaxThreat (uint32 spellId, uint32 threatTablePosition=0, float dist=0.0f, bool playerOnly=true, bool triggered=false) |
| Cast spell on the max threat target, which may not always be the current victim.
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float | DoGetSpellMaxRange (uint32 spellId, bool positive=false) |
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void | DoMeleeAttackIfReady () |
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bool | DoSpellAttackIfReady (uint32 spell) |
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void | DoSpellAttackToRandomTargetIfReady (uint32 spell, uint32 threatTablePosition=0, float dist=0.f, bool playerOnly=true) |
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virtual void | SummonMovementInform (Creature *, uint32, uint32) |
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virtual void | sGossipHello (Player *) |
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virtual void | sGossipSelect (Player *, uint32, uint32) |
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virtual void | sGossipSelectCode (Player *, uint32, uint32, char const *) |
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virtual void | sQuestAccept (Player *, Quest const *) |
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virtual void | sQuestSelect (Player *, Quest const *) |
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virtual void | sQuestComplete (Player *, Quest const *) |
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virtual void | sQuestReward (Player *, Quest const *, uint32) |
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virtual void | sOnGameEvent (bool, uint16) |
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virtual std::string | GetDebugInfo () const |
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