AzerothCore 3.3.5a
OpenSource WoW Emulator
Loading...
Searching...
No Matches
npc_raging_spirit::npc_raging_spiritAI Struct Reference
Inheritance diagram for npc_raging_spirit::npc_raging_spiritAI:
ScriptedAI CreatureAI UnitAI

Public Member Functions

 npc_raging_spiritAI (Creature *creature)
 
void Reset () override
 
void IsSummonedBy (WorldObject *) override
 
void JustDied (Unit *) override
 
void AttackStart (Unit *who) override
 
void UpdateAI (uint32 diff) override
 Use to start attacking a target. Called just before JustEngagedWith() More...
 
bool CanAIAttack (Unit const *target) const 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) More...
 
void UpdateAI (uint32 diff) override
 Use to start attacking a target. Called just before JustEngagedWith() More...
 
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. More...
 
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. More...
 
void Talk (uint8 id, Milliseconds delay)
 
WorldObjectGetSummoner () const
 Returns the summoner creature/object, if the creature is a temporary summon. More...
 
 CreatureAI (Creature *creature)
 
 ~CreatureAI () override
 
void MoveCircleChecks ()
 
void MoveBackwardsChecks ()
 
void MoveInLineOfSight_Safe (Unit *who)
 == Reactions At ================================= More...
 
void TriggerAlert (Unit const *who) const
 
virtual bool CanRespawn ()
 
virtual void EnterEvadeMode (EvadeReason why=EVADE_REASON_OTHER)
 
virtual void JustEngagedWith (Unit *)
 Called for reaction when initially engaged. More...
 
virtual void JustDied (Unit *)
 
virtual void KilledUnit (Unit *)
 
virtual void JustSummoned (Creature *)
 
virtual void IsSummonedBy (WorldObject *)
 
virtual void SummonedCreatureDespawn (Creature *)
 
virtual void SummonedCreatureDies (Creature *, Unit *)
 
virtual void SummonedCreatureDespawnAll ()
 
virtual void SummonedCreatureEvade (Creature *)
 
virtual void SpellHit (Unit *, SpellInfo const *)
 
virtual void SpellHitTarget (Unit *, SpellInfo const *)
 
virtual void AttackedBy (Unit *)
 
virtual bool IsEscorted ()
 
virtual void JustRespawned ()
 
virtual void MovementInform (uint32, uint32)
 
virtual void PathEndReached (uint32)
 
void OnCharmed (bool apply) override
 Called when unit is charmed. More...
 
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 ================== More...
 
virtual void PassengerBoarded (Unit *, int8, bool)
 == Fields ======================================= More...
 
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 AttackStart (Unit *)
 
virtual void UpdateAI (uint32)=0
 Use to start attacking a target. Called just before JustEngagedWith() More...
 
virtual void InitializeAI ()
 
virtual void Reset ()
 
virtual void OnCharmed (bool apply)=0
 Called when unit is charmed. More...
 
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: More...
 
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. More...
 
virtual void JustExitedCombat ()
 Called when the unit leaves combat. More...
 
virtual void DamageDealt (Unit *, uint32 &, DamageEffectType)
 Called at any Damage to any victim (before damage apply) More...
 
virtual void DamageTaken (Unit *, uint32 &, DamageEffectType, SpellSchoolMask)
 Called at any Damage from any attacker (before damage apply) More...
 
virtual void HealReceived (Unit *, uint32 &)
 Called when the creature receives heal. More...
 
virtual void OnPowerUpdate (Powers, int32, int32, uint32)
 Called when the creature power updates. More...
 
virtual void HealDone (Unit *, uint32 &)
 Called when the unit heals. More...
 
virtual void OnCalculateMeleeDamageReceived (uint32 &, Unit *)
 Called during damage calculations. More...
 
virtual void OnCalculateSpellDamageReceived (int32 &, Unit *)
 
virtual void OnCalculatePeriodicTickReceived (uint32 &, Unit *)
 Called during calculation when receiving periodic healing or damage (DoT or HoT) More...
 
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. More...
 
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. More...
 
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. More...
 
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. More...
 
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

EventMap _events
 
InstanceScript_instance
 

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_raging_spiritAI()

npc_raging_spirit::npc_raging_spiritAI::npc_raging_spiritAI ( Creature creature)
inline
2218 : ScriptedAI(creature), _instance(creature->GetInstanceScript())
2219 {
2221 }
@ UNIT_STATE_ROOT
Definition: UnitDefines.h:159
Definition: ScriptedCreature.h:190
Creature * me
Definition: ScriptedCreature.h:280
InstanceScript * GetInstanceScript() const
Definition: Object.cpp:1203
void SetControlled(bool apply, UnitState state, Unit *source=nullptr, bool isFear=false)
Definition: Unit.cpp:18034
InstanceScript * _instance
Definition: boss_the_lich_king.cpp:2326

References ScriptedAI::me, Unit::SetControlled(), and UNIT_STATE_ROOT.

Member Function Documentation

◆ AttackStart()

void npc_raging_spirit::npc_raging_spiritAI::AttackStart ( Unit who)
inlineoverridevirtual

Reimplemented from ScriptedAI.

2266 {
2269 }
void AttackStart(Unit *) override
Definition: ScriptedCreature.cpp:210
bool HasUnitState(const uint32 f) const
Definition: Unit.h:701

References ScriptedAI::AttackStart(), Unit::HasUnitState(), ScriptedAI::me, and UNIT_STATE_ROOT.

Referenced by UpdateAI().

◆ CanAIAttack()

bool npc_raging_spirit::npc_raging_spiritAI::CanAIAttack ( Unit const *  target) const
inlineoverridevirtual

Reimplemented from UnitAI.

2320 {
2321 return IsValidPlatformTarget(target) && !target->GetVehicle();
2322 }
bool IsValidPlatformTarget(Unit const *target)
Definition: boss_the_lich_king.cpp:364

References Unit::GetVehicle(), and IsValidPlatformTarget().

◆ IsSummonedBy()

void npc_raging_spirit::npc_raging_spiritAI::IsSummonedBy ( WorldObject )
inlineoverridevirtual

Reimplemented from CreatureAI.

2248 {
2249 // player is the spellcaster so register summon manually
2251 lichKing->AI()->JustSummoned(me);
2252 }
@ DATA_THE_LICH_KING
Definition: icecrown_citadel.h:98
Creature * GetCreature(WorldObject const &u, ObjectGuid const guid)
Definition: ObjectAccessor.cpp:210
Definition: Creature.h:43
ObjectGuid GetGuidData(uint32 type) const override
Definition: InstanceScript.cpp:98

References _instance, DATA_THE_LICH_KING, ObjectAccessor::GetCreature(), InstanceScript::GetGuidData(), and ScriptedAI::me.

◆ JustDied()

void npc_raging_spirit::npc_raging_spiritAI::JustDied ( Unit )
inlineoverridevirtual

Reimplemented from ScriptedAI.

2255 {
2257 lichKing->AI()->SummonedCreatureDespawn(me);
2258 if (TempSummon* summon = me->ToTempSummon())
2259 {
2260 summon->SetTimer(5000);
2261 summon->SetTempSummonType(TEMPSUMMON_TIMED_DESPAWN);
2262 }
2263 }
@ TEMPSUMMON_TIMED_DESPAWN
Definition: Object.h:48
Definition: TemporarySummon.h:40
TempSummon * ToTempSummon()
Definition: Unit.h:696

References _instance, DATA_THE_LICH_KING, ObjectAccessor::GetCreature(), InstanceScript::GetGuidData(), ScriptedAI::me, TEMPSUMMON_TIMED_DESPAWN, and Unit::ToTempSummon().

◆ Reset()

void npc_raging_spirit::npc_raging_spiritAI::Reset ( )
inlineoverridevirtual

Reimplemented from ScriptedAI.

2224 {
2225 _events.Reset();
2228
2229 bool valid = false;
2231 if (TempSummon* summon = me->ToTempSummon())
2232 if (Unit* summoner = summon->GetSummonerUnit())
2233 if (summoner->IsPlayer() && summoner->IsAlive() && !summoner->ToPlayer()->IsBeingTeleported() && summoner->FindMap() == me->GetMap())
2234 {
2235 valid = true;
2236 summoner->CastSpell(me, SPELL_RAGING_SPIRIT_VISUAL_CLONE, true);
2237 }
2238 if (!valid)
2239 {
2240 if (Player* plr = ScriptedAI::SelectTargetFromPlayerList(100.0f, 0, true))
2241 plr->CastSpell(me, SPELL_RAGING_SPIRIT_VISUAL_CLONE, true);
2242 else
2244 }
2245 }
@ SPELL_RAGING_SPIRIT_VISUAL
Definition: boss_the_lich_king.cpp:120
@ SPELL_RAGING_SPIRIT_VISUAL_CLONE
Definition: boss_the_lich_king.cpp:121
@ EVENT_RAGING_SPIRIT_UNROOT
Definition: boss_the_lich_king.cpp:269
@ EVENT_SOUL_SHRIEK
Definition: boss_the_lich_king.cpp:268
void ScheduleEvent(uint32 eventId, uint32 time, uint32 group=0, uint32 phase=0)
Definition: EventMap.cpp:56
void Reset()
Definition: EventMap.cpp:21
Player * SelectTargetFromPlayerList(float maxdist, uint32 excludeAura=0, bool mustBeInLOS=false) const
Definition: ScriptedCreature.cpp:571
void DespawnOrUnsummon(Milliseconds msTimeToDespawn, Seconds forcedRespawnTimer)
Definition: Creature.cpp:2178
Map * GetMap() const
Definition: Object.h:536
Definition: Player.h:1081
Definition: Unit.h:630
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
EventMap _events
Definition: boss_the_lich_king.cpp:2325

References _events, Unit::CastSpell(), Creature::DespawnOrUnsummon(), EVENT_RAGING_SPIRIT_UNROOT, EVENT_SOUL_SHRIEK, WorldObject::GetMap(), ScriptedAI::me, EventMap::Reset(), EventMap::ScheduleEvent(), ScriptedAI::SelectTargetFromPlayerList(), SPELL_RAGING_SPIRIT_VISUAL, SPELL_RAGING_SPIRIT_VISUAL_CLONE, and Unit::ToTempSummon().

◆ UpdateAI()

void npc_raging_spirit::npc_raging_spiritAI::UpdateAI ( uint32  )
inlineoverridevirtual

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

Reimplemented from ScriptedAI.

2272 {
2273 UpdateVictim();
2274
2275 _events.Update(diff);
2276
2278 return;
2279
2280 switch (_events.ExecuteEvent())
2281 {
2283 {
2285
2287 if (Unit* target = me->SelectVictim())
2288 AttackStart(target);
2289 if (!me->GetVictim())
2290 {
2291 bool valid = false;
2292 if (TempSummon* summon = me->ToTempSummon())
2293 if (Unit* summoner = summon->GetSummonerUnit())
2294 if (summoner->IsPlayer() && summoner->IsAlive() && !summoner->ToPlayer()->IsBeingTeleported() && summoner->FindMap() == me->GetMap())
2295 {
2296 valid = true;
2297 AttackStart(summoner);
2298 }
2299 if (!valid)
2300 if (Player* plr = ScriptedAI::SelectTargetFromPlayerList(100.0f, 0, true))
2301 AttackStart(plr);
2302 }
2303 DoZoneInCombat(nullptr, 150.0f);
2304 }
2305 break;
2306 case EVENT_SOUL_SHRIEK:
2310 break;
2311 default:
2312 break;
2313 }
2314
2317 }
@ SPELL_SOUL_SHRIEK
Definition: boss_the_lich_king.cpp:122
@ REACT_PASSIVE
Definition: Unit.h:548
@ UNIT_STATE_CASTING
Definition: UnitDefines.h:164
uint32 ExecuteEvent()
Definition: EventMap.cpp:114
void Update(uint32 time)
Definition: EventMap.h:54
void DoMeleeAttackIfReady()
Definition: UnitAI.cpp:39
bool UpdateVictim()
Definition: CreatureAI.cpp:280
void DoZoneInCombat(Creature *creature=nullptr, float maxRangeToNearestTarget=250.0f)
Definition: CreatureAI.cpp:106
bool isThreatListEmpty() const
Definition: ThreatMgr.h:224
bool HasReactState(ReactStates state) const
Definition: Creature.h:96
Unit * SelectVictim()
Definition: Unit.cpp:14733
Unit * GetVictim() const
Definition: Unit.h:853
ThreatMgr & GetThreatMgr()
Definition: Unit.h:903
void AttackStart(Unit *who) override
Definition: boss_the_lich_king.cpp:2265

References _events, AttackStart(), Unit::CastSpell(), UnitAI::DoMeleeAttackIfReady(), CreatureAI::DoZoneInCombat(), EVENT_RAGING_SPIRIT_UNROOT, EVENT_SOUL_SHRIEK, EventMap::ExecuteEvent(), WorldObject::GetMap(), Unit::GetThreatMgr(), Unit::GetVictim(), Creature::HasReactState(), Unit::HasUnitState(), ThreatMgr::isThreatListEmpty(), ScriptedAI::me, REACT_PASSIVE, EventMap::ScheduleEvent(), ScriptedAI::SelectTargetFromPlayerList(), Creature::SelectVictim(), Unit::SetControlled(), SPELL_SOUL_SHRIEK, Unit::ToTempSummon(), UNIT_STATE_CASTING, UNIT_STATE_ROOT, EventMap::Update(), and CreatureAI::UpdateVictim().

Member Data Documentation

◆ _events

EventMap npc_raging_spirit::npc_raging_spiritAI::_events
private

Referenced by Reset(), and UpdateAI().

◆ _instance

InstanceScript* npc_raging_spirit::npc_raging_spiritAI::_instance
private

Referenced by IsSummonedBy(), and JustDied().