AzerothCore 3.3.5a
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npc_muradin_bronzebeard_igb::npc_muradin_bronzebeard_igbAI Struct Reference
Inheritance diagram for npc_muradin_bronzebeard_igb::npc_muradin_bronzebeard_igbAI:
ScriptedAI CreatureAI UnitAI

Public Member Functions

 npc_muradin_bronzebeard_igbAI (Creature *creature)
 
void sGossipSelect (Player *, uint32, uint32) override
 
void JustEngagedWith (Unit *) override
 Called for reaction when initially engaged. More...
 
void EnterEvadeMode (EvadeReason) override
 
void DoAction (int32 action) override
 
void SetData (uint32 type, uint32 data) override
 
void DamageTaken (Unit *, uint32 &damage, 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 AttackStart (Unit *victim) override
 
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
 
PassengerController _controller
 
InstanceScript_instance
 
time_t _firstMageCooldown
 
time_t _riflemanYellCooldown
 
time_t _mortarYellCooldown
 
uint16 checkTimer
 

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_muradin_bronzebeard_igbAI()

npc_muradin_bronzebeard_igb::npc_muradin_bronzebeard_igbAI::npc_muradin_bronzebeard_igbAI ( Creature creature)
inline
1111 : ScriptedAI(creature), _instance(creature->GetInstanceScript())
1112 {
1113 _events.Reset();
1115 me->SetRegeneratingHealth(false);
1116 me->m_CombatDistance = 70.0f;
1118 _riflemanYellCooldown = time_t(0);
1119 _mortarYellCooldown = time_t(0);
1120 checkTimer = 1000;
1121 }
@ TEAM_ALLIANCE
Definition: SharedDefines.h:760
Seconds GetGameTime()
Definition: GameTime.cpp:38
void Reset()
Definition: EventMap.cpp:21
Definition: ScriptedCreature.h:190
Creature * me
Definition: ScriptedCreature.h:280
float m_CombatDistance
Definition: Creature.h:371
void SetRegeneratingHealth(bool enable)
Definition: Creature.h:318
MotionTransport * ToMotionTransport()
Definition: GameObject.h:327
InstanceScript * GetInstanceScript() const
Definition: Object.cpp:1203
Transport * GetTransport() const
Definition: Object.h:604
void ResetSlots(TeamId teamId, MotionTransport *t)
Definition: boss_icecrown_gunship_battle.cpp:413
uint16 checkTimer
Definition: boss_icecrown_gunship_battle.cpp:1434
InstanceScript * _instance
Definition: boss_icecrown_gunship_battle.cpp:1430
time_t _firstMageCooldown
Definition: boss_icecrown_gunship_battle.cpp:1431
EventMap _events
Definition: boss_icecrown_gunship_battle.cpp:1428
time_t _riflemanYellCooldown
Definition: boss_icecrown_gunship_battle.cpp:1432
PassengerController _controller
Definition: boss_icecrown_gunship_battle.cpp:1429
time_t _mortarYellCooldown
Definition: boss_icecrown_gunship_battle.cpp:1433

References _controller, _events, _firstMageCooldown, _mortarYellCooldown, _riflemanYellCooldown, checkTimer, GameTime::GetGameTime(), WorldObject::GetTransport(), Creature::m_CombatDistance, ScriptedAI::me, EventMap::Reset(), PassengerController::ResetSlots(), Creature::SetRegeneratingHealth(), TEAM_ALLIANCE, and GameObject::ToMotionTransport().

Member Function Documentation

◆ AttackStart()

void npc_muradin_bronzebeard_igb::npc_muradin_bronzebeard_igbAI::AttackStart ( Unit victim)
inlineoverridevirtual

Reimplemented from ScriptedAI.

1404 {
1405 if (victim && me->Attack(victim, true))
1406 {
1407 if (victim->GetPositionZ() < 478.0f)
1408 me->GetMotionMaster()->MoveChase(victim);
1409 else
1410 {
1411 float x, y, z, o;
1412 me->GetHomePosition(x, y, z, o);
1413 me->GetMotionMaster()->MovePoint(0, x, y, z, false);
1414 }
1415 }
1416 }
void GetHomePosition(float &x, float &y, float &z, float &ori) const
Definition: Creature.h:338
float GetPositionZ() const
Definition: Position.h:118
MotionMaster * GetMotionMaster()
Definition: Unit.h:1620
bool Attack(Unit *victim, bool meleeAttack)
Definition: Unit.cpp:10272
void MoveChase(Unit *target, std::optional< ChaseRange > dist={}, std::optional< ChaseAngle > angle={})
Force the unit to chase this target. Doesn't work with UNIT_FLAG_DISABLE_MOVE.
Definition: MotionMaster.cpp:313
void MovePoint(uint32 id, const Position &pos, bool generatePath=true, bool forceDestination=true)
Definition: MotionMaster.h:213

References Unit::Attack(), Creature::GetHomePosition(), Unit::GetMotionMaster(), Position::GetPositionZ(), ScriptedAI::me, MotionMaster::MoveChase(), and MotionMaster::MovePoint().

◆ CanAIAttack()

bool npc_muradin_bronzebeard_igb::npc_muradin_bronzebeard_igbAI::CanAIAttack ( Unit const *  target) const
inlineoverridevirtual

Reimplemented from UnitAI.

1419 {
1421 return false;
1422 if (target->GetEntry() == NPC_KOR_KRON_REAVER || target->GetEntry() == NPC_KOR_KRON_SERGEANT)
1423 return target->ToCreature()->GetReactState() != REACT_PASSIVE;
1424 return target->GetTransport() == me->GetTransport() && target->GetPositionY() > (_instance->GetData(DATA_TEAMID_IN_INSTANCE) == TEAM_ALLIANCE ? 2042.0f : 2445.0f);
1425 }
@ NPC_KOR_KRON_REAVER
Definition: icecrown_citadel.h:235
@ NPC_KOR_KRON_SERGEANT
Definition: icecrown_citadel.h:236
@ DATA_ICECROWN_GUNSHIP_BATTLE
Definition: icecrown_citadel.h:88
@ DATA_TEAMID_IN_INSTANCE
Definition: trial_of_the_champion.h:44
@ IN_PROGRESS
Definition: InstanceScript.h:58
@ REACT_PASSIVE
Definition: Unit.h:548
float GetPositionY() const
Definition: Position.h:117
EncounterState GetBossState(uint32 id) const
Definition: InstanceScript.h:235
virtual uint32 GetData(uint32) const
Definition: ZoneScript.h:51

References _instance, DATA_ICECROWN_GUNSHIP_BATTLE, DATA_TEAMID_IN_INSTANCE, InstanceScript::GetBossState(), ZoneScript::GetData(), Object::GetEntry(), Position::GetPositionY(), Creature::GetReactState(), WorldObject::GetTransport(), IN_PROGRESS, ScriptedAI::me, NPC_KOR_KRON_REAVER, NPC_KOR_KRON_SERGEANT, REACT_PASSIVE, TEAM_ALLIANCE, and Object::ToCreature().

Referenced by UpdateAI().

◆ DamageTaken()

void npc_muradin_bronzebeard_igb::npc_muradin_bronzebeard_igbAI::DamageTaken ( Unit ,
uint32 ,
DamageEffectType  ,
SpellSchoolMask   
)
inlineoverridevirtual

Called at any Damage from any attacker (before damage apply)

Note
It use for recalculation damage or special reaction at damage for attack reaction use AttackedBy called for non DOT damage in Unit::DealDamage also

Reimplemented from ScriptedAI.

1233 {
1236
1237 if (damage >= me->GetHealth())
1238 damage = me->GetHealth() - 1;
1239 }
@ SPELL_TASTE_OF_BLOOD
Definition: boss_icecrown_gunship_battle.cpp:156
bool HasAura(uint32 spellId, ObjectGuid casterGUID=ObjectGuid::Empty, ObjectGuid itemCasterGUID=ObjectGuid::Empty, uint8 reqEffMask=0) const
Definition: Unit.cpp:5698
uint32 GetHealth() const
Definition: Unit.h:1029
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
bool HealthBelowPctDamaged(int32 pct, uint32 damage) const
Definition: Unit.h:1038

References Unit::CastSpell(), Unit::GetHealth(), Unit::HasAura(), Unit::HealthBelowPctDamaged(), ScriptedAI::me, and SPELL_TASTE_OF_BLOOD.

◆ DoAction()

void npc_muradin_bronzebeard_igb::npc_muradin_bronzebeard_igbAI::DoAction ( int32  action)
inlineoverridevirtual

Reimplemented from UnitAI.

1159 {
1160 if (action == ACTION_ENEMY_GUNSHIP_TALK)
1161 {
1164
1166 saurfang->AI()->DoAction(ACTION_SPAWN_ALL_ADDS);
1167
1172
1173 if (Creature* orgrimsHammer = _instance->GetCreature(DATA_ORGRIMS_HAMMER))
1176 {
1178 skybreaker->CastSpell(skybreaker, SPELL_CHECK_FOR_PLAYERS, true);
1179 }
1180 }
1181 else if (action == ACTION_SPAWN_MAGE)
1182 {
1183 time_t now = GameTime::GetGameTime().count();
1184 if (_firstMageCooldown > now)
1186 else
1188 }
1189 else if (action == ACTION_SPAWN_ALL_ADDS)
1190 {
1194 if (Is25ManRaid())
1196 else
1197 {
1201 }
1202 }
1203 else if (action == ACTION_EXIT_SHIP)
1204 {
1205 G3D::Vector3 points[MuradinExitPathSize];
1206 for (uint8 i = 0; i < MuradinExitPathSize; ++i)
1207 {
1208 points[i].x = MuradinExitPath[i].GetPositionX();
1209 points[i].y = MuradinExitPath[i].GetPositionY();
1210 points[i].z = MuradinExitPath[i].GetPositionZ();
1211 }
1212 Movement::PointsArray path(points, points + MuradinExitPathSize);
1213 me->SetWalk(true);
1215 init.DisableTransportPathTransformations();
1216 init.MovebyPath(path, 0);
1217 init.Launch();
1218 me->DespawnOrUnsummon(18000);
1219 }
1220 }
constexpr auto IN_MILLISECONDS
Definition: Common.h:53
std::uint8_t uint8
Definition: Define.h:109
Talk
Definition: hyjal.cpp:82
@ NPC_IGB_HIGH_OVERLORD_SAURFANG
Definition: icecrown_citadel.h:220
@ ACTION_ENEMY_GUNSHIP_TALK
Definition: icecrown_citadel.h:513
@ ACTION_EXIT_SHIP
Definition: icecrown_citadel.h:514
@ AREA_ICECROWN_CITADEL
Definition: icecrown_citadel.h:579
@ DATA_THE_SKYBREAKER
Definition: icecrown_citadel.h:132
@ DATA_ORGRIMS_HAMMER
Definition: icecrown_citadel.h:133
@ MUSIC_ENCOUNTER
Definition: boss_icecrown_gunship_battle.cpp:191
@ ACTION_SPAWN_MAGE
Definition: boss_icecrown_gunship_battle.cpp:196
@ ACTION_SPAWN_ALL_ADDS
Definition: boss_icecrown_gunship_battle.cpp:197
@ SPELL_CHECK_FOR_PLAYERS
Definition: boss_icecrown_gunship_battle.cpp:113
Position const MuradinExitPath[MuradinExitPathSize]
Definition: boss_icecrown_gunship_battle.cpp:218
@ SAY_MURADIN_INTRO_6
Definition: boss_icecrown_gunship_battle.cpp:58
uint32 const MuradinExitPathSize
Definition: boss_icecrown_gunship_battle.cpp:217
@ EVENT_CHECK_MORTAR
Definition: boss_icecrown_gunship_battle.cpp:101
@ EVENT_SUMMON_MAGE
Definition: boss_icecrown_gunship_battle.cpp:97
@ EVENT_INTRO_A_6
Definition: boss_icecrown_gunship_battle.cpp:93
@ EVENT_KEEP_PLAYER_IN_COMBAT
Definition: boss_icecrown_gunship_battle.cpp:96
@ EVENT_INTRO_A_7
Definition: boss_icecrown_gunship_battle.cpp:94
@ EVENT_CHECK_RIFLEMAN
Definition: boss_icecrown_gunship_battle.cpp:100
@ EVENT_ADDS
Definition: boss_icecrown_gunship_battle.cpp:98
@ SLOT_MORTAR_4
Definition: boss_icecrown_gunship_battle.cpp:277
@ SLOT_MAGE_2
Definition: boss_icecrown_gunship_battle.cpp:257
@ SLOT_MORTAR_1
Definition: boss_icecrown_gunship_battle.cpp:272
@ SLOT_MAGE_1
Definition: boss_icecrown_gunship_battle.cpp:256
@ SLOT_RIFLEMAN_4
Definition: boss_icecrown_gunship_battle.cpp:263
@ SLOT_RIFLEMAN_1
Definition: boss_icecrown_gunship_battle.cpp:260
@ SLOT_MORTAR_2
Definition: boss_icecrown_gunship_battle.cpp:273
@ ENCOUNTER_FRAME_ENGAGE
Definition: InstanceScript.h:45
std::vector< Vector3 > PointsArray
Definition: MoveSplineInitArgs.h:28
void ScheduleEvent(uint32 eventId, uint32 time, uint32 group=0, uint32 phase=0)
Definition: EventMap.cpp:56
bool Is25ManRaid() const
Definition: ScriptedCreature.h:385
Definition: Creature.h:43
void DespawnOrUnsummon(Milliseconds msTimeToDespawn, Seconds forcedRespawnTimer)
Definition: Creature.cpp:2178
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
Map * GetMap() const
Definition: Object.h:536
Creature * FindNearestCreature(uint32 entry, float range, bool alive=true) const
Definition: Object.cpp:2457
float GetPositionX() const
Definition: Position.h:116
virtual bool SetBossState(uint32 id, EncounterState state)
Definition: InstanceScript.cpp:373
Creature * GetCreature(uint32 type)
Definition: InstanceScript.cpp:103
void SendEncounterUnit(uint32 type, Unit *unit=nullptr, uint8 param1=0, uint8 param2=0)
Definition: InstanceScript.cpp:739
void SetZoneMusic(uint32 zoneId, uint32 musicId)
Definition: Map.cpp:3762
Definition: MoveSplineInit.h:71
bool SummonCreatures(Creature *summoner, PassengerSlots first, PassengerSlots last)
Definition: boss_icecrown_gunship_battle.cpp:427

References _controller, _events, _firstMageCooldown, _instance, ACTION_ENEMY_GUNSHIP_TALK, ACTION_EXIT_SHIP, ACTION_SPAWN_ALL_ADDS, ACTION_SPAWN_MAGE, AREA_ICECROWN_CITADEL, DATA_ICECROWN_GUNSHIP_BATTLE, DATA_ORGRIMS_HAMMER, DATA_THE_SKYBREAKER, Creature::DespawnOrUnsummon(), Movement::MoveSplineInit::DisableTransportPathTransformations(), ENCOUNTER_FRAME_ENGAGE, EVENT_ADDS, EVENT_CHECK_MORTAR, EVENT_CHECK_RIFLEMAN, EVENT_INTRO_A_6, EVENT_INTRO_A_7, EVENT_KEEP_PLAYER_IN_COMBAT, EVENT_SUMMON_MAGE, WorldObject::FindNearestCreature(), InstanceScript::GetCreature(), GameTime::GetGameTime(), WorldObject::GetMap(), Position::GetPositionX(), Position::GetPositionY(), Position::GetPositionZ(), IN_MILLISECONDS, IN_PROGRESS, ScriptedAI::Is25ManRaid(), Movement::MoveSplineInit::Launch(), ScriptedAI::me, Movement::MoveSplineInit::MovebyPath(), MuradinExitPath, MuradinExitPathSize, MUSIC_ENCOUNTER, NPC_IGB_HIGH_OVERLORD_SAURFANG, SAY_MURADIN_INTRO_6, EventMap::ScheduleEvent(), InstanceScript::SendEncounterUnit(), InstanceScript::SetBossState(), Creature::SetWalk(), Map::SetZoneMusic(), SLOT_MAGE_1, SLOT_MAGE_2, SLOT_MORTAR_1, SLOT_MORTAR_2, SLOT_MORTAR_4, SLOT_RIFLEMAN_1, SLOT_RIFLEMAN_4, SPELL_CHECK_FOR_PLAYERS, and PassengerController::SummonCreatures().

◆ EnterEvadeMode()

void npc_muradin_bronzebeard_igb::npc_muradin_bronzebeard_igbAI::EnterEvadeMode ( EvadeReason  )
inlineoverridevirtual

Reimplemented from CreatureAI.

1149 {
1150 if (!me->IsAlive())
1151 return;
1153 me->CombatStop(true);
1155 Reset();
1156 }
void Reset() override
Definition: ScriptedCreature.h:287
void ClearAllThreat()
Definition: ThreatMgr.cpp:417
void CombatStop(bool includingCast=false)
Definition: Unit.cpp:10436
bool IsAlive() const
Definition: Unit.h:1654
ThreatMgr & GetThreatMgr()
Definition: Unit.h:903
void MoveTargetedHome(bool walk=false)
The unit will return this initial position (owner for pets and summoned creatures)....
Definition: MotionMaster.cpp:259

References ThreatMgr::ClearAllThreat(), Unit::CombatStop(), Unit::GetMotionMaster(), Unit::GetThreatMgr(), Unit::IsAlive(), ScriptedAI::me, MotionMaster::MoveTargetedHome(), and ScriptedAI::Reset().

◆ JustEngagedWith()

void npc_muradin_bronzebeard_igb::npc_muradin_bronzebeard_igbAI::JustEngagedWith ( Unit )
inlineoverridevirtual

Called for reaction when initially engaged.

Reimplemented from ScriptedAI.

1139 {
1146 }
@ SPELL_FRIENDLY_BOSS_DAMAGE_MOD
Definition: boss_icecrown_gunship_battle.cpp:112
@ SPELL_BATTLE_FURY
Definition: boss_icecrown_gunship_battle.cpp:133
@ EVENT_CLEAVE
Definition: boss_icecrown_gunship_battle.cpp:102
void CancelEvent(uint32 eventId)
Definition: EventMap.cpp:190

References _events, _instance, EventMap::CancelEvent(), Unit::CastSpell(), DATA_TEAMID_IN_INSTANCE, EVENT_CLEAVE, ZoneScript::GetData(), Unit::HasAura(), ScriptedAI::me, EventMap::ScheduleEvent(), SPELL_BATTLE_FURY, SPELL_FRIENDLY_BOSS_DAMAGE_MOD, and TEAM_ALLIANCE.

◆ SetData()

void npc_muradin_bronzebeard_igb::npc_muradin_bronzebeard_igbAI::SetData ( uint32  type,
uint32  data 
)
inlineoverridevirtual

Reimplemented from UnitAI.

1223 {
1224 if (type == ACTION_CLEAR_SLOT)
1225 {
1227 if (data == SLOT_FREEZE_MAGE)
1228 _events.ScheduleEvent(EVENT_SUMMON_MAGE, 30s, 33s + 500ms);
1229 }
1230 }
@ ACTION_CLEAR_SLOT
Definition: boss_icecrown_gunship_battle.cpp:198
PassengerSlots
Definition: boss_icecrown_gunship_battle.cpp:251
@ SLOT_FREEZE_MAGE
Definition: boss_icecrown_gunship_battle.cpp:253
void ClearSlot(PassengerSlots slot)
Definition: boss_icecrown_gunship_battle.cpp:466

References _controller, _events, ACTION_CLEAR_SLOT, PassengerController::ClearSlot(), EVENT_SUMMON_MAGE, EventMap::ScheduleEvent(), and SLOT_FREEZE_MAGE.

◆ sGossipSelect()

void npc_muradin_bronzebeard_igb::npc_muradin_bronzebeard_igbAI::sGossipSelect ( Player ,
uint32  ,
uint32   
)
inlineoverridevirtual

Reimplemented from UnitAI.

1124 {
1126 return;
1128 me->GetTransport()->setActive(true);
1136 }
@ EVENT_INTRO_SUMMON_ORGRIMS_HAMMER
Definition: boss_icecrown_gunship_battle.cpp:89
@ EVENT_INTRO_A_3
Definition: boss_icecrown_gunship_battle.cpp:90
@ EVENT_INTRO_A_4
Definition: boss_icecrown_gunship_battle.cpp:91
@ EVENT_INTRO_A_5
Definition: boss_icecrown_gunship_battle.cpp:92
@ EVENT_INTRO_A_1
Definition: boss_icecrown_gunship_battle.cpp:87
@ EVENT_INTRO_A_2
Definition: boss_icecrown_gunship_battle.cpp:88
@ UNIT_NPC_FLAG_GOSSIP
Definition: UnitDefines.h:294
void setActive(bool isActiveObject)
Definition: Object.cpp:1094
void EnableMovement(bool enabled)
Definition: Transport.cpp:455
void RemoveNpcFlag(NPCFlags flags)
Definition: Unit.h:727
bool HasNpcFlag(NPCFlags flags) const
Definition: Unit.h:725

References _events, MotionTransport::EnableMovement(), EVENT_INTRO_A_1, EVENT_INTRO_A_2, EVENT_INTRO_A_3, EVENT_INTRO_A_4, EVENT_INTRO_A_5, EVENT_INTRO_SUMMON_ORGRIMS_HAMMER, WorldObject::GetTransport(), Unit::HasNpcFlag(), ScriptedAI::me, Unit::RemoveNpcFlag(), EventMap::ScheduleEvent(), WorldObject::setActive(), GameObject::ToMotionTransport(), and UNIT_NPC_FLAG_GOSSIP.

◆ UpdateAI()

void npc_muradin_bronzebeard_igb::npc_muradin_bronzebeard_igbAI::UpdateAI ( uint32  )
inlineoverridevirtual

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

Reimplemented from ScriptedAI.

1242 {
1244 {
1245 if (me->GetVictim())
1246 {
1248 {
1249 if (me->GetVictim()->GetPositionZ() >= 478.0f)
1250 {
1251 float x, y, z, o;
1252 me->GetHomePosition(x, y, z, o);
1253 me->GetMotionMaster()->MovePoint(0, x, y, z, false);
1254 }
1255 }
1256 else
1257 {
1258 if (me->GetVictim()->GetPositionZ() < 478.0f)
1260 }
1261 }
1262
1263 if (checkTimer <= diff)
1264 {
1265 checkTimer = 1000;
1266 Map::PlayerList const& pl = me->GetMap()->GetPlayers();
1267 for (Map::PlayerList::const_iterator itr = pl.begin(); itr != pl.end(); ++itr)
1268 if (Player* p = itr->GetSource())
1269 if (CanAIAttack(p) && me->IsValidAttackTarget(p))
1270 {
1271 me->SetInCombatWith(p);
1272 p->SetInCombatWith(me);
1273 me->AddThreat(p, 0.0f);
1274 }
1275 }
1276 else
1277 checkTimer -= diff;
1278 }
1279
1280 UpdateVictim();
1281 _events.Update(diff);
1282
1283 switch (_events.ExecuteEvent())
1284 {
1285 case 0:
1286 break;
1287 case EVENT_INTRO_A_1:
1289 break;
1290 case EVENT_INTRO_A_2:
1292 break;
1294 sTransportMgr->CreateTransport(GO_ORGRIMS_HAMMER_A, 0, me->GetMap());
1295 break;
1296 case EVENT_INTRO_A_3:
1298 break;
1299 case EVENT_INTRO_A_4:
1301 break;
1302 case EVENT_INTRO_A_5:
1304 break;
1305 case EVENT_INTRO_A_6:
1307 saurfang->AI()->Talk(SAY_SAURFANG_INTRO_A);
1308 break;
1309 case EVENT_INTRO_A_7:
1311 break;
1314 {
1315 //_instance->DoCastSpellOnPlayers(SPELL_LOCK_PLAYERS_AND_TAP_CHEST);
1316 Map::PlayerList const& pl = me->GetMap()->GetPlayers();
1317 for (Map::PlayerList::const_iterator itr = pl.begin(); itr != pl.end(); ++itr)
1318 if (Player* p = itr->GetSource())
1319 if (!p->IsGameMaster())
1320 p->SetInCombatState(true);
1322 }
1323 break;
1324
1325 case EVENT_SUMMON_MAGE:
1328 break;
1329 case EVENT_ADDS:
1334 if (MotionTransport* skybreaker = (me->GetTransport() ? me->GetTransport()->ToMotionTransport() : nullptr))
1335 {
1336 float x, y, z, o;
1338 skybreaker->CalculatePassengerPosition(x, y, z, &o);
1340 }
1341
1343 if (MotionTransport* orgrimsHammer = transport->ToMotionTransport())
1344 {
1345 float x, y, z, o;
1347 orgrimsHammer->CalculatePassengerPosition(x, y, z, &o);
1349 }
1350
1353 break;
1356 saurfang->AI()->Talk(SAY_SAURFANG_BOARD);
1357 break;
1360 {
1362 {
1365 }
1366 }
1368 break;
1369 case EVENT_CHECK_MORTAR:
1371 {
1373 {
1376 }
1377 }
1379 break;
1380 case EVENT_CLEAVE:
1381 if (me->GetVictim())
1382 me->CastSpell(me->GetVictim(), SPELL_CLEAVE, false);
1384 break;
1385
1386 default:
1387 break;
1388 }
1389
1391 return;
1392
1395 else if (me->isAttackReady())
1396 {
1400 }
1401 }
@ NPC_TELEPORT_PORTAL
Definition: icecrown_citadel.h:225
@ NPC_TELEPORT_EXIT
Definition: icecrown_citadel.h:226
@ GO_ORGRIMS_HAMMER_A
Definition: icecrown_citadel.h:404
@ SPELL_CLEAVE
Definition: boss_icecrown_gunship_battle.cpp:132
@ SPELL_RENDING_THROW
Definition: boss_icecrown_gunship_battle.cpp:155
Position const SkybreakerTeleportPortal
Definition: boss_icecrown_gunship_battle.cpp:210
Position const OrgrimsHammerTeleportExit
Definition: boss_icecrown_gunship_battle.cpp:211
@ SAY_MURADIN_MORTAR
Definition: boss_icecrown_gunship_battle.cpp:64
@ SAY_SAURFANG_BOARD
Definition: boss_icecrown_gunship_battle.cpp:44
@ SAY_MURADIN_INTRO_2
Definition: boss_icecrown_gunship_battle.cpp:54
@ SAY_MURADIN_INTRO_3
Definition: boss_icecrown_gunship_battle.cpp:55
@ SAY_MURADIN_RIFLEMAN
Definition: boss_icecrown_gunship_battle.cpp:63
@ SAY_MURADIN_ENTER_ORGRIMMS_HAMMER
Definition: boss_icecrown_gunship_battle.cpp:62
@ SAY_MURADIN_INTRO_7
Definition: boss_icecrown_gunship_battle.cpp:59
@ SAY_MURADIN_INTRO_1
Definition: boss_icecrown_gunship_battle.cpp:53
@ SAY_MURADIN_INTRO_5
Definition: boss_icecrown_gunship_battle.cpp:57
@ SAY_MURADIN_INTRO_4
Definition: boss_icecrown_gunship_battle.cpp:56
@ SAY_MURADIN_SORCERERS
Definition: boss_icecrown_gunship_battle.cpp:65
@ SAY_SAURFANG_INTRO_A
Definition: boss_icecrown_gunship_battle.cpp:43
@ EVENT_ADDS_BOARD_YELL
Definition: boss_icecrown_gunship_battle.cpp:99
@ SLOT_MARINE_4
Definition: boss_icecrown_gunship_battle.cpp:285
@ SLOT_RIFLEMAN_8
Definition: boss_icecrown_gunship_battle.cpp:269
@ SLOT_MARINE_1
Definition: boss_icecrown_gunship_battle.cpp:280
@ SLOT_SERGEANT_2
Definition: boss_icecrown_gunship_battle.cpp:291
@ SLOT_SERGEANT_1
Definition: boss_icecrown_gunship_battle.cpp:288
@ SLOT_MARINE_2
Definition: boss_icecrown_gunship_battle.cpp:281
#define sTransportMgr
Definition: TransportMgr.h:163
@ TEMPSUMMON_TIMED_DESPAWN
Definition: Object.h:48
@ UNIT_STATE_CASTING
Definition: UnitDefines.h:164
@ CHASE_MOTION_TYPE
Definition: MotionMaster.h:45
Definition: LinkedList.h:139
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
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:2366
void SetOrientation(float orientation)
Definition: Position.h:111
void GetPosition(float &x, float &y) const
Definition: Position.h:121
float GetAngle(const Position *pos) const
Definition: Position.cpp:78
Definition: Player.h:1081
Definition: Transport.h:29
Definition: Transport.h:48
void AddThreat(Unit *victim, float fThreat, SpellSchoolMask schoolMask=SPELL_SCHOOL_MASK_NORMAL, SpellInfo const *threatSpell=nullptr)
Definition: Unit.cpp:14653
void SetInCombatWith(Unit *enemy, uint32 duration=0)
Definition: Unit.cpp:13581
bool IsWithinMeleeRange(Unit const *obj, float dist=0.f) const
Definition: Unit.cpp:664
Unit * GetVictim() const
Definition: Unit.h:853
bool HasUnitState(const uint32 f) const
Definition: Unit.h:701
bool isAttackReady(WeaponAttackType type=BASE_ATTACK) const
Definition: Unit.h:838
bool IsValidAttackTarget(Unit const *target, SpellInfo const *bySpell=nullptr) const
Definition: Unit.cpp:13871
void resetAttackTimer(WeaponAttackType type=BASE_ATTACK)
Definition: Unit.cpp:642
ObjectGuid GetGuidData(uint32 type) const override
Definition: InstanceScript.cpp:98
Map * instance
Definition: InstanceScript.h:148
PlayerList const & GetPlayers() const
Definition: Map.h:484
Transport * GetTransport(ObjectGuid const guid)
Definition: Map.cpp:3332
Definition: MapRefMgr.h:26
iterator begin()
Definition: MapRefMgr.h:36
iterator end()
Definition: MapRefMgr.h:37
MovementGeneratorType GetCurrentMovementGeneratorType() const
Definition: MotionMaster.cpp:913
bool CanAIAttack(Unit const *target) const override
Definition: boss_icecrown_gunship_battle.cpp:1418

References _controller, _events, _instance, _mortarYellCooldown, _riflemanYellCooldown, Unit::AddThreat(), MapRefMgr::begin(), CanAIAttack(), Unit::CastSpell(), CHASE_MOTION_TYPE, checkTimer, DATA_ICECROWN_GUNSHIP_BATTLE, UnitAI::DoMeleeAttackIfReady(), MapRefMgr::end(), EVENT_ADDS, EVENT_ADDS_BOARD_YELL, EVENT_CHECK_MORTAR, EVENT_CHECK_RIFLEMAN, EVENT_CLEAVE, EVENT_INTRO_A_1, EVENT_INTRO_A_2, EVENT_INTRO_A_3, EVENT_INTRO_A_4, EVENT_INTRO_A_5, EVENT_INTRO_A_6, EVENT_INTRO_A_7, EVENT_INTRO_SUMMON_ORGRIMS_HAMMER, EVENT_KEEP_PLAYER_IN_COMBAT, EVENT_SUMMON_MAGE, EventMap::ExecuteEvent(), WorldObject::FindNearestCreature(), Position::GetAngle(), InstanceScript::GetBossState(), MotionMaster::GetCurrentMovementGeneratorType(), GameTime::GetGameTime(), InstanceScript::GetGuidData(), Creature::GetHomePosition(), WorldObject::GetMap(), Unit::GetMotionMaster(), Map::GetPlayers(), Position::GetPosition(), Position::GetPositionZ(), WorldObject::GetTransport(), Map::GetTransport(), Unit::GetVictim(), GO_ORGRIMS_HAMMER_A, Unit::HasUnitState(), IN_PROGRESS, InstanceScript::instance, ScriptedAI::Is25ManRaid(), Unit::isAttackReady(), Unit::IsValidAttackTarget(), Unit::IsWithinMeleeRange(), ScriptedAI::me, MotionMaster::MoveChase(), MotionMaster::MovePoint(), NPC_IGB_HIGH_OVERLORD_SAURFANG, NPC_TELEPORT_EXIT, NPC_TELEPORT_PORTAL, OrgrimsHammerTeleportExit, Unit::resetAttackTimer(), SAY_MURADIN_ENTER_ORGRIMMS_HAMMER, SAY_MURADIN_INTRO_1, SAY_MURADIN_INTRO_2, SAY_MURADIN_INTRO_3, SAY_MURADIN_INTRO_4, SAY_MURADIN_INTRO_5, SAY_MURADIN_INTRO_7, SAY_MURADIN_MORTAR, SAY_MURADIN_RIFLEMAN, SAY_MURADIN_SORCERERS, SAY_SAURFANG_BOARD, SAY_SAURFANG_INTRO_A, EventMap::ScheduleEvent(), Unit::SetInCombatWith(), Position::SetOrientation(), SkybreakerTeleportPortal, SLOT_FREEZE_MAGE, SLOT_MAGE_1, SLOT_MAGE_2, SLOT_MARINE_1, SLOT_MARINE_2, SLOT_MARINE_4, SLOT_MORTAR_1, SLOT_MORTAR_2, SLOT_MORTAR_4, SLOT_RIFLEMAN_1, SLOT_RIFLEMAN_4, SLOT_RIFLEMAN_8, SLOT_SERGEANT_1, SLOT_SERGEANT_2, SPELL_CLEAVE, SPELL_RENDING_THROW, sTransportMgr, WorldObject::SummonCreature(), PassengerController::SummonCreatures(), TEMPSUMMON_TIMED_DESPAWN, GameObject::ToMotionTransport(), UNIT_STATE_CASTING, EventMap::Update(), and CreatureAI::UpdateVictim().

Member Data Documentation

◆ _controller

PassengerController npc_muradin_bronzebeard_igb::npc_muradin_bronzebeard_igbAI::_controller
private

◆ _events

EventMap npc_muradin_bronzebeard_igb::npc_muradin_bronzebeard_igbAI::_events
private

◆ _firstMageCooldown

time_t npc_muradin_bronzebeard_igb::npc_muradin_bronzebeard_igbAI::_firstMageCooldown
private

◆ _instance

InstanceScript* npc_muradin_bronzebeard_igb::npc_muradin_bronzebeard_igbAI::_instance
private

◆ _mortarYellCooldown

time_t npc_muradin_bronzebeard_igb::npc_muradin_bronzebeard_igbAI::_mortarYellCooldown
private

◆ _riflemanYellCooldown

time_t npc_muradin_bronzebeard_igb::npc_muradin_bronzebeard_igbAI::_riflemanYellCooldown
private

◆ checkTimer

uint16 npc_muradin_bronzebeard_igb::npc_muradin_bronzebeard_igbAI::checkTimer
private