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

Public Member Functions

 npc_doctorAI (Creature *creature)
 
void Reset () override
 
void BeginEvent (Player *player)
 
void PatientDied (Location *point)
 
void PatientSaved (Creature *savedPatient, Player *player, Location *point)
 
void UpdateAI (uint32 diff) override
 
void JustEngagedWith (Unit *) override
 Called for reaction when initially engaged.
 
- Public Member Functions inherited from ScriptedAI
 ScriptedAI (Creature *creature)
 
 ~ScriptedAI () override
 
void AttackStartNoMove (Unit *target)
 
void DamageTaken (Unit *, uint32 &, DamageEffectType, SpellSchoolMask) override
 
void UpdateAI (uint32 diff) override
 
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 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)
 
void SetCombatMovement (bool allowMovement)
 
bool IsCombatMovementAllowed () const
 
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
 
- 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)
 
 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 JustEngagedWith (Unit *)
 Called for reaction when initially engaged.
 
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 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
 
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 *)
 
- 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
 
virtual void InitializeAI ()
 
virtual void Reset ()
 
virtual void OnCharmed (bool apply)=0
 
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)
 
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 (NOTE: Creature engage logic should NOT be here, but in JustEngagedWith, which happens once threat is established!)
 
virtual void JustExitedCombat ()
 Called when the unit leaves combat.
 
virtual void DamageDealt (Unit *, uint32 &, DamageEffectType)
 
virtual void DamageTaken (Unit *, uint32 &, DamageEffectType, SpellSchoolMask)
 
virtual void HealReceived (Unit *, uint32 &)
 
virtual void OnPowerUpdate (Powers, int32, int32, uint32)
 
virtual void HealDone (Unit *, uint32 &)
 
virtual void OnCalculateMeleeDamageReceived (uint32 &, Unit *)
 
virtual void OnCalculateSpellDamageReceived (int32 &, Unit *)
 
virtual void OnCalculatePeriodicTickReceived (uint32 &, Unit *)
 
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)
 
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)
 
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.
 
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)
 
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
 

Public Attributes

ObjectGuid PlayerGUID
 
uint32 SummonPatientTimer
 
uint32 SummonPatientCount
 
uint32 PatientDiedCount
 
uint32 PatientSavedCount
 
bool Event
 
GuidList Patients
 
std::vector< Location * > Coordinates
 
- Public Attributes inherited from ScriptedAI
Creatureme
 
bool IsFleeing
 

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 ()
 
- 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_doctorAI()

npc_doctor::npc_doctorAI::npc_doctorAI ( Creature creature)
inline
912: ScriptedAI(creature) { }
Definition: ScriptedCreature.h:192

Member Function Documentation

◆ BeginEvent()

void npc_doctor::npc_doctorAI::BeginEvent ( Player player)
inline
944 {
945 PlayerGUID = player->GetGUID();
946
947 SummonPatientTimer = 10000;
951
952 switch (me->GetEntry())
953 {
954 case DOCTOR_ALLIANCE:
955 for (uint8 i = 0; i < ALLIANCE_COORDS; ++i)
956 Coordinates.push_back(&AllianceCoords[i]);
957 break;
958 case DOCTOR_HORDE:
959 for (uint8 i = 0; i < HORDE_COORDS; ++i)
960 Coordinates.push_back(&HordeCoords[i]);
961 break;
962 }
963
964 Event = true;
966 }
std::uint8_t uint8
Definition: Define.h:110
@ UNIT_FLAG_NOT_SELECTABLE
Definition: Unit.h:473
Event
Definition: boss_prince_taldaram.cpp:68
@ ALLIANCE_COORDS
Definition: npcs_special.cpp:848
@ HORDE_COORDS
Definition: npcs_special.cpp:849
@ DOCTOR_HORDE
Definition: npcs_special.cpp:847
@ DOCTOR_ALLIANCE
Definition: npcs_special.cpp:846
static Location HordeCoords[]
Definition: npcs_special.cpp:873
static Location AllianceCoords[]
Definition: npcs_special.cpp:857
Creature * me
Definition: ScriptedCreature.h:282
uint32 GetEntry() const
Definition: Object.h:109
static ObjectGuid GetGUID(Object const *o)
Definition: Object.h:106
void SetUnitFlag(UnitFlags flags)
Definition: Unit.h:1495
uint32 PatientDiedCount
Definition: npcs_special.cpp:918
uint32 SummonPatientCount
Definition: npcs_special.cpp:917
ObjectGuid PlayerGUID
Definition: npcs_special.cpp:914
uint32 PatientSavedCount
Definition: npcs_special.cpp:919
std::vector< Location * > Coordinates
Definition: npcs_special.cpp:924
uint32 SummonPatientTimer
Definition: npcs_special.cpp:916

References ALLIANCE_COORDS, AllianceCoords, Coordinates, DOCTOR_ALLIANCE, DOCTOR_HORDE, Object::GetEntry(), Object::GetGUID(), HORDE_COORDS, HordeCoords, ScriptedAI::me, PatientDiedCount, PatientSavedCount, PlayerGUID, Unit::SetUnitFlag(), SummonPatientCount, SummonPatientTimer, and UNIT_FLAG_NOT_SELECTABLE.

◆ JustEngagedWith()

void npc_doctor::npc_doctorAI::JustEngagedWith ( Unit )
inlineoverridevirtual

Called for reaction when initially engaged.

Reimplemented from ScriptedAI.

1029{ }

◆ PatientDied()

void npc_doctor::npc_doctorAI::PatientDied ( Location point)
inline
969 {
971 if (player && ((player->GetQuestStatus(6624) == QUEST_STATUS_INCOMPLETE) || (player->GetQuestStatus(6622) == QUEST_STATUS_INCOMPLETE)))
972 {
974
975 if (PatientDiedCount > 5 && Event)
976 {
977 if (player->GetQuestStatus(6624) == QUEST_STATUS_INCOMPLETE)
978 player->FailQuest(6624);
979 else if (player->GetQuestStatus(6622) == QUEST_STATUS_INCOMPLETE)
980 player->FailQuest(6622);
981
982 Reset();
983 return;
984 }
985
986 Coordinates.push_back(point);
987 }
988 else
989 // If no player or player abandon quest in progress
990 Reset();
991 }
@ QUEST_STATUS_INCOMPLETE
Definition: QuestDef.h:103
Player * GetPlayer(Map const *, ObjectGuid const guid)
Definition: ObjectAccessor.cpp:223
Definition: Player.h:1056
QuestStatus GetQuestStatus(uint32 quest_id) const
Definition: PlayerQuest.cpp:1416
void FailQuest(uint32 quest_id)
Definition: PlayerQuest.cpp:885
void Reset() override
Definition: npcs_special.cpp:926

References Coordinates, Player::FailQuest(), ObjectAccessor::GetPlayer(), Player::GetQuestStatus(), ScriptedAI::me, PatientDiedCount, PlayerGUID, QUEST_STATUS_INCOMPLETE, and Reset().

◆ PatientSaved()

void npc_doctor::npc_doctorAI::PatientSaved ( Creature savedPatient,
Player player,
Location point 
)
inline
994 {
995 if (player && PlayerGUID == player->GetGUID())
996 {
997 if ((player->GetQuestStatus(6624) == QUEST_STATUS_INCOMPLETE) || (player->GetQuestStatus(6622) == QUEST_STATUS_INCOMPLETE))
998 {
1000
1001 if (PatientSavedCount == 15)
1002 {
1003 if (!Patients.empty())
1004 {
1005 for (ObjectGuid const& guid : Patients)
1006 {
1007 if (guid != savedPatient->GetGUID()) // Don't kill the last guy we just saved
1008 if (Creature* patient = ObjectAccessor::GetCreature(*me, guid))
1009 patient->setDeathState(DeathState::JustDied);
1010 }
1011 }
1012
1013 if (player->GetQuestStatus(6624) == QUEST_STATUS_INCOMPLETE)
1014 player->AreaExploredOrEventHappens(6624);
1015 else if (player->GetQuestStatus(6622) == QUEST_STATUS_INCOMPLETE)
1016 player->AreaExploredOrEventHappens(6622);
1017
1018 Reset();
1019 return;
1020 }
1021
1022 Coordinates.push_back(point);
1023 }
1024 }
1025 }
Creature * GetCreature(WorldObject const &u, ObjectGuid const guid)
Definition: ObjectAccessor.cpp:213
Definition: Creature.h:46
Definition: ObjectGuid.h:120
void AreaExploredOrEventHappens(uint32 questId)
Definition: PlayerQuest.cpp:1777
GuidList Patients
Definition: npcs_special.cpp:923

References Player::AreaExploredOrEventHappens(), Coordinates, ObjectAccessor::GetCreature(), Object::GetGUID(), Player::GetQuestStatus(), ScriptedAI::me, Patients, PatientSavedCount, PlayerGUID, QUEST_STATUS_INCOMPLETE, and Reset().

◆ Reset()

void npc_doctor::npc_doctorAI::Reset ( )
inlineoverridevirtual

Reimplemented from ScriptedAI.

927 {
929
930 SummonPatientTimer = 10000;
934
935 Patients.clear();
936 Coordinates.clear();
937
938 Event = false;
939
941 }
void Clear()
Definition: ObjectGuid.h:140
void RemoveUnitFlag(UnitFlags flags)
Definition: Unit.h:1496

References ObjectGuid::Clear(), Coordinates, ScriptedAI::me, PatientDiedCount, Patients, PatientSavedCount, PlayerGUID, Unit::RemoveUnitFlag(), SummonPatientCount, SummonPatientTimer, and UNIT_FLAG_NOT_SELECTABLE.

Referenced by PatientDied(), PatientSaved(), and UpdateAI().

◆ UpdateAI()

void npc_doctor::npc_doctorAI::UpdateAI ( uint32  diff)
overridevirtual

Reimplemented from ScriptedAI.

1179{
1180 if (Event && SummonPatientCount >= 24) // Need to keep the event going long enough to save the last few patients
1181 {
1182 Reset();
1183 return;
1184 }
1185
1186 if (Event)
1187 {
1188 if (SummonPatientTimer <= diff || SummonPatientCount < 6) // Starts with 6 beds filled for both factions
1189 {
1190 if (Coordinates.empty())
1191 return;
1192
1193 std::vector<Location*>::iterator itr = Coordinates.begin() + rand() % Coordinates.size();
1194 uint32 patientEntry = 0;
1195
1196 switch (me->GetEntry())
1197 {
1198 case DOCTOR_ALLIANCE:
1199 patientEntry = AllianceSoldierId[rand() % 3];
1200 break;
1201 case DOCTOR_HORDE:
1202 patientEntry = HordeSoldierId[rand() % 3];
1203 break;
1204 default:
1205 LOG_ERROR("scripts", "Invalid entry for Triage doctor. Please check your database");
1206 return;
1207 }
1208
1209 if (Location* point = *itr)
1210 {
1211 if (Creature* Patient = me->SummonCreature(patientEntry, point->x, point->y, point->z, point->o, TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT, 5000))
1212 {
1213 //303, this flag appear to be required for client side item->spell to work (TARGET_SINGLE_FRIEND)
1214 Patient->SetUnitFlag(UNIT_FLAG_PLAYER_CONTROLLED);
1215
1216 Patients.push_back(Patient->GetGUID());
1217 CAST_AI(npc_injured_patient::npc_injured_patientAI, Patient->AI())->DoctorGUID = me->GetGUID();
1218 CAST_AI(npc_injured_patient::npc_injured_patientAI, Patient->AI())->Coord = point;
1219
1220 Coordinates.erase(itr);
1221 }
1222 }
1223 SummonPatientTimer = 10000;
1225 }
1226 else
1227 SummonPatientTimer -= diff;
1228 }
1229}
std::uint32_t uint32
Definition: Define.h:108
#define LOG_ERROR(filterType__,...)
Definition: Log.h:157
#define CAST_AI(a, b)
Definition: ScriptedCreature.h:28
@ TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT
Definition: Object.h:45
@ UNIT_FLAG_PLAYER_CONTROLLED
Definition: Unit.h:451
uint32 const AllianceSoldierId[3]
Definition: npcs_special.cpp:888
uint32 const HordeSoldierId[3]
Definition: npcs_special.cpp:895
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:2343
Definition: zone_shadowmoon_valley.cpp:853
Definition: npcs_special.cpp:1056

References AllianceSoldierId, CAST_AI, Coordinates, DOCTOR_ALLIANCE, DOCTOR_HORDE, Object::GetEntry(), Object::GetGUID(), HordeSoldierId, LOG_ERROR, ScriptedAI::me, Patients, Reset(), WorldObject::SummonCreature(), SummonPatientCount, SummonPatientTimer, TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT, and UNIT_FLAG_PLAYER_CONTROLLED.

Member Data Documentation

◆ Coordinates

std::vector<Location*> npc_doctor::npc_doctorAI::Coordinates

◆ Event

bool npc_doctor::npc_doctorAI::Event

◆ PatientDiedCount

uint32 npc_doctor::npc_doctorAI::PatientDiedCount

Referenced by BeginEvent(), PatientDied(), and Reset().

◆ Patients

GuidList npc_doctor::npc_doctorAI::Patients

Referenced by PatientSaved(), Reset(), and UpdateAI().

◆ PatientSavedCount

uint32 npc_doctor::npc_doctorAI::PatientSavedCount

Referenced by BeginEvent(), PatientSaved(), and Reset().

◆ PlayerGUID

ObjectGuid npc_doctor::npc_doctorAI::PlayerGUID

◆ SummonPatientCount

uint32 npc_doctor::npc_doctorAI::SummonPatientCount

Referenced by BeginEvent(), Reset(), and UpdateAI().

◆ SummonPatientTimer

uint32 npc_doctor::npc_doctorAI::SummonPatientTimer

Referenced by BeginEvent(), Reset(), and UpdateAI().