AzerothCore 3.3.5a
OpenSource WoW Emulator
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npc_stable_master::npc_stable_masterAI Member List

This is the complete list of members for npc_stable_master::npc_stable_masterAI, including all inherited members.

_boundaryCreatureAIprotected
_EnterEvadeMode(EvadeReason why=EVADE_REASON_OTHER)CreatureAIprotected
_negateBoundaryCreatureAIprotected
AddEscortState(uint32 uiEscortState)SmartAIinline
AISpellInfoUnitAIstatic
AssistPlayerInCombatAgainst(Unit *who)SmartAIprivate
AttackedBy(Unit *)CreatureAIinlinevirtual
AttackStart(Unit *who) overrideSmartAIvirtual
AttackStartCaster(Unit *victim, float dist)UnitAI
BeforeSpellClick(Unit *)CreatureAIinlinevirtual
CalculateThreat(Unit *, float &, SpellInfo const *)CreatureAIinlinevirtual
CanAIAttack(Unit const *who) const overrideSmartAIvirtual
CanAlwaysBeDetectable(WorldObject const *)CreatureAIinlinevirtual
CanBeSeen(Player const *)CreatureAIinlinevirtual
CanCombatMove()SmartAIinline
CanRespawn()CreatureAIinlinevirtual
CanSeeAlways(WorldObject const *)CreatureAIinlinevirtual
CheckConditions(const uint32 diff)SmartAIprivate
CheckInRoom()CreatureAIvirtual
conditionsSmartAIprivate
CorpseRemoved(uint32 &respawnDelay) overrideSmartAIvirtual
CreatureAI(Creature *creature)CreatureAIinlineexplicit
DamageDealt(Unit *doneTo, uint32 &damage, DamageEffectType damagetyp) overrideSmartAIvirtual
DamageTaken(Unit *done_by, uint32 &damage, DamageEffectType damagetype, SpellSchoolMask damageSchoolMask) overrideSmartAIvirtual
DoAction(int32 param=0) overrideSmartAIvirtual
DoAddAuraToAllHostilePlayers(uint32 spellid)UnitAI
DoCast(uint32 spellId)UnitAI
DoCast(Unit *victim, uint32 spellId, bool triggered=false)UnitAI
DoCastAOE(uint32 spellId, bool triggered=false)UnitAI
DoCastMaxThreat(uint32 spellId, uint32 threatTablePosition=0, float dist=0.0f, bool playerOnly=true, bool triggered=false)UnitAI
DoCastRandomTarget(uint32 spellId, uint32 threatTablePosition=0, float dist=0.0f, bool playerOnly=true, bool triggered=false)UnitAI
DoCastSelf(uint32 spellId, bool triggered=false)UnitAIinline
DoCastToAllHostilePlayers(uint32 spellid, bool triggered=false)UnitAI
DoCastVictim(uint32 spellId, bool triggered=false)UnitAI
DoGetSpellMaxRange(uint32 spellId, bool positive=false)UnitAI
DoMeleeAttackIfReady()UnitAI
DoSpellAttackIfReady(uint32 spell)UnitAI
DoSpellAttackToRandomTargetIfReady(uint32 spell, uint32 threatTablePosition=0, float dist=0.f, bool playerOnly=true)UnitAI
DoSummon(uint32 entry, Position const &pos, uint32 despawnTime=30000, TempSummonType summonType=TEMPSUMMON_CORPSE_TIMED_DESPAWN)CreatureAIprotected
DoSummon(uint32 entry, WorldObject *obj, float radius=5.0f, uint32 despawnTime=30000, TempSummonType summonType=TEMPSUMMON_CORPSE_TIMED_DESPAWN)CreatureAIprotected
DoSummonFlyer(uint32 entry, WorldObject *obj, float flightZ, float radius=5.0f, uint32 despawnTime=30000, TempSummonType summonType=TEMPSUMMON_CORPSE_TIMED_DESPAWN)CreatureAIprotected
DoZoneInCombat(Creature *creature=nullptr, float maxRangeToNearestTarget=250.0f)CreatureAI
EndPath(bool fail=false)SmartAI
EnterEvadeMode(EvadeReason why=EVADE_REASON_OTHER) overrideSmartAIvirtual
EVADE_REASON_BOUNDARY enum valueCreatureAI
EVADE_REASON_NO_HOSTILES enum valueCreatureAI
EVADE_REASON_NO_PATH enum valueCreatureAI
EVADE_REASON_OTHER enum valueCreatureAI
EVADE_REASON_SEQUENCE_BREAK enum valueCreatureAI
EvadeReason enum nameCreatureAI
eventsCreatureAIprotected
FillAISpellInfo()UnitAIstatic
GenerateWayPointArray(Movement::PointsArray *points)SmartAI
GetBoundary() constCreatureAIinline
GetData(uint32 id=0) const overrideSmartAIvirtual
GetDebugInfo() constUnitAIvirtual
GetGUID(int32 id=0) const overrideSmartAIvirtual
GetNextWayPoint()SmartAI
GetScript()SmartAIinline
GetThreatMgr()UnitAIprivate
GetWPCount()SmartAIinlineprivate
HasEscortState(uint32 uiEscortState)SmartAIinline
HealDone(Unit *, uint32 &)UnitAIinlinevirtual
HealReceived(Unit *doneBy, uint32 &addhealth) overrideSmartAIvirtual
InitializeAI() overrideSmartAIvirtual
IsAIControlled() constSmartAI
IsEscorted() overrideSmartAIinlinevirtual
IsEscortInvokerInRange()SmartAI
IsInBoundary(Position const *who=nullptr) constCreatureAI
IsInBounds(CreatureBoundary const &boundary, Position const *who)CreatureAIstatic
IsSummonedBy(WorldObject *summoner) overrideSmartAIvirtual
JustDied(Unit *killer) overrideSmartAIvirtual
JustEngagedWith(Unit *enemy) overrideSmartAIvirtual
JustEnteredCombat(Unit *)UnitAIinlinevirtual
JustExitedCombat()UnitAIinlinevirtual
JustReachedHome() overrideSmartAIvirtual
JustRespawned() overrideSmartAIvirtual
JustSummoned(Creature *creature) overrideSmartAIvirtual
KilledUnit(Unit *victim) overrideSmartAIvirtual
LoadPath(uint32 entry)SmartAI
m_ConditionsTimerSmartAIprivate
m_MoveInLineOfSight_lockedCreatureAIprivate
mCanAutoAttackSmartAIprivate
mCanCombatMoveSmartAIprivate
mCanRepeatPathSmartAIprivate
mCurrentWPIDSmartAIprivate
mDespawnStateSmartAIprivate
mDespawnTimeSmartAIprivate
meCreatureAIprotected
mEscortInvokerCheckTimerSmartAIprivate
mEscortNPCFlagsSmartAIprivate
mEscortQuestIDSmartAI
mEscortStateSmartAIprivate
mEvadeDisabledSmartAIprivate
mFollowAngleSmartAIprivate
mFollowArrivedAliveSmartAIprivate
mFollowArrivedEntrySmartAIprivate
mFollowArrivedTimerSmartAIprivate
mFollowCreditSmartAIprivate
mFollowCreditTypeSmartAIprivate
mFollowDistSmartAIprivate
mFollowGuidSmartAIprivate
mForcedPausedSmartAIprivate
mInvincibilityHpLevelSmartAIprivate
mIsCharmedSmartAIprivate
mJustResetSmartAIprivate
mLastWPSmartAIprivate
mOOCReachedSmartAIprivate
MoveBackwardsChecks()CreatureAI
MoveCircleChecks()CreatureAI
MoveInLineOfSight(Unit *who) overrideSmartAIvirtual
MoveInLineOfSight_Safe(Unit *who)CreatureAI
MovementInform(uint32 MovementType, uint32 Data) overrideSmartAIvirtual
MovepointReached(uint32 id)SmartAI
mRunSmartAIprivate
mScriptSmartAIprivate
mWayPointsSmartAIprivate
mWPPauseTimerSmartAIprivate
mWPReachedSmartAIprivate
npc_stable_masterAI(Creature *creature)npc_stable_master::npc_stable_masterAIinline
OnCalculateMeleeDamageReceived(uint32 &, Unit *)UnitAIinlinevirtual
OnCalculatePeriodicTickReceived(uint32 &, Unit *)UnitAIinlinevirtual
OnCalculateSpellDamageReceived(int32 &, Unit *)UnitAIinlinevirtual
OnCharmed(bool apply) overrideSmartAIvirtual
OnPowerUpdate(Powers, int32, int32, uint32)UnitAIinlinevirtual
OnSpellClick(Unit *clicker, bool &result) overrideSmartAIvirtual
OnTeleportUnreacheablePlayer(Player *)CreatureAIinlinevirtual
OwnerAttacked(Unit *)CreatureAIinlinevirtual
OwnerAttackedBy(Unit *)CreatureAIinlinevirtual
PassengerBoarded(Unit *who, int8 seatId, bool apply) overrideSmartAIvirtual
PathEndReached(uint32)CreatureAIinlinevirtual
PausePath(uint32 delay, bool forced=false)SmartAI
Permissible(Creature const *)SmartAIinlinestatic
PetStopAttack()CreatureAIinlinevirtual
ReceiveEmote(Player *player, uint32 textEmote) overrideSmartAIvirtual
RemoveEscortState(uint32 uiEscortState)SmartAIinline
Reset()UnitAIinlinevirtual
ResumePath()SmartAI
ReturnToLastOOCPos()SmartAIprivate
schedulerCreatureAIprotected
SelectTarget(SelectTargetMethod targetType, uint32 position=0, float dist=0.0f, bool playerOnly=false, bool withTank=true, int32 aura=0)UnitAI
SelectTarget(SelectTargetMethod targetType, uint32 position, PREDICATE const &predicate)UnitAIinline
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)UnitAI
SelectTargetList(std::list< Unit * > &targetList, uint32 num, SelectTargetMethod targetType, uint32 position, PREDICATE const &predicate)UnitAIinline
SetAutoAttack(bool on)SmartAIinline
SetBoundary(CreatureBoundary const *boundary, bool negativeBoundaries=false)CreatureAI
SetCombatMove(bool on)SmartAI
SetData(uint32 id, uint32 value) overrideSmartAIvirtual
SetDespawnTime(uint32 t)SmartAIinline
SetEvadeDisabled(bool disable=true)SmartAI
SetFly(bool fly=true)SmartAI
SetFollow(Unit *target, float dist=0.0f, float angle=0.0f, uint32 credit=0, uint32 end=0, uint32 creditType=0, bool aliveState=true)SmartAI
SetForcedCombatMove(float dist)SmartAI
SetGazeOn(Unit *target)CreatureAIprotected
SetGUID(ObjectGuid guid, int32 id=0) overrideSmartAIvirtual
SetInvincibilityHpLevel(uint32 level)SmartAIinline
SetRun(bool run=true)SmartAI
SetScript9(SmartScriptHolder &e, uint32 entry, Unit *invoker)SmartAI
SetSwim(bool swim=true)SmartAI
SetWPPauseTimer(uint32 time)SmartAIinline
sGossipHello(Player *player) overrideSmartAIvirtual
sGossipSelect(Player *player, uint32 menuId, uint32 gossipListId) overridenpc_stable_master::npc_stable_masterAIinlinevirtual
sGossipSelectCode(Player *player, uint32 sender, uint32 action, const char *code) overrideSmartAIvirtual
SmartAI(Creature *c)SmartAIexplicit
sOnGameEvent(bool start, uint16 eventId) overrideSmartAIvirtual
SortByDistance(std::list< Unit * > &list, bool ascending=true)UnitAIprivate
SpellHit(Unit *unit, SpellInfo const *spellInfo) overrideSmartAIvirtual
SpellHitTarget(Unit *target, SpellInfo const *spellInfo) overrideSmartAIvirtual
sQuestAccept(Player *player, Quest const *quest) overrideSmartAIvirtual
sQuestComplete(Player *, Quest const *)UnitAIinlinevirtual
sQuestReward(Player *player, Quest const *quest, uint32 opt) overrideSmartAIvirtual
sQuestSelect(Player *, Quest const *)UnitAIinlinevirtual
StartDespawn()SmartAIinline
StartPath(bool run=false, uint32 path=0, bool repeat=false, Unit *invoker=nullptr)SmartAI
StopFollow(bool complete)SmartAI
StopPath(uint32 DespawnTime=0, uint32 quest=0, bool fail=false)SmartAI
SummonedCreatureDespawn(Creature *unit) overrideSmartAIvirtual
SummonedCreatureDespawnAll()CreatureAIinlinevirtual
SummonedCreatureDies(Creature *summon, Unit *killer) overrideSmartAIvirtual
SummonMovementInform(Creature *, uint32, uint32)UnitAIinlinevirtual
Talk(uint8 id, WorldObject const *whisperTarget=nullptr, Milliseconds delay=0s)CreatureAI
Talk(uint8 id, Milliseconds delay)CreatureAIinline
TriggerAlert(Unit const *who) constCreatureAI
UnitAI(Unit *unit)UnitAIinlineexplicit
UpdateAI(uint32 diff) overrideSmartAIvirtual
UpdateDespawn(const uint32 diff)SmartAIprivate
UpdatePath(const uint32 diff)SmartAIprivate
UpdateVictim()CreatureAIprotected
UpdateVictimWithGaze()CreatureAIprotected
~CreatureAI() overrideCreatureAIinline
~SmartAI() overrideSmartAIinline
~UnitAI()UnitAIinlinevirtual