AzerothCore 3.3.5a
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npc_ball_of_flame::npc_ball_of_flameAI Struct Reference
Inheritance diagram for npc_ball_of_flame::npc_ball_of_flameAI:
ScriptedAI CreatureAI UnitAI

Public Member Functions

 npc_ball_of_flameAI (Creature *creature)
 
void AttackStart (Unit *who) override
 
void MoveInLineOfSight (Unit *) override
 
void MovementInform (uint32 type, uint32) override
 
void SetGUID (ObjectGuid guid, int32) override
 
void DoAction (int32 action) override
 
void DamageDealt (Unit *target, uint32 &damage, DamageEffectType) override
 Called at any Damage to any victim (before damage apply) More...
 
- 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
 

Public Attributes

InstanceScript_instance
 
ObjectGuid _chaseGUID
 
bool _exploded
 
bool _started
 
- Public Attributes inherited from ScriptedAI
Creatureme
 

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_ball_of_flameAI()

npc_ball_of_flame::npc_ball_of_flameAI::npc_ball_of_flameAI ( Creature creature)
inline
1259 : ScriptedAI(creature), _instance(creature->GetInstanceScript())
1260 {
1261 _exploded = false;
1262 _started = false;
1266 }
@ SPELL_BALL_OF_FLAMES_PROC
Definition: boss_blood_prince_council.cpp:96
@ NPC_BALL_OF_INFERNO_FLAME
Definition: icecrown_citadel.h:281
Definition: ScriptedCreature.h:190
Creature * me
Definition: ScriptedCreature.h:280
uint32 GetEntry() const
Definition: Object.h:115
InstanceScript * GetInstanceScript() const
Definition: Object.cpp:1203
float GetPositionZ() const
Definition: Position.h:118
float GetOrientation() const
Definition: Position.h:119
float GetPositionX() const
Definition: Position.h:116
float GetPositionY() const
Definition: Position.h:117
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
void NearTeleportTo(Position &pos, bool casting=false, bool vehicleTeleport=false, bool withPet=false, bool removeTransport=false)
Definition: Unit.cpp:19979
bool _started
Definition: boss_blood_prince_council.cpp:1271
bool _exploded
Definition: boss_blood_prince_council.cpp:1270
InstanceScript * _instance
Definition: boss_blood_prince_council.cpp:1268

References _exploded, _started, Unit::CastSpell(), Object::GetEntry(), Position::GetOrientation(), Position::GetPositionX(), Position::GetPositionY(), Position::GetPositionZ(), ScriptedAI::me, Unit::NearTeleportTo(), NPC_BALL_OF_INFERNO_FLAME, and SPELL_BALL_OF_FLAMES_PROC.

Member Function Documentation

◆ AttackStart()

void npc_ball_of_flame::npc_ball_of_flameAI::AttackStart ( Unit who)
inlineoverridevirtual

Reimplemented from ScriptedAI.

1274 {
1275 if (_started)
1277 }
void AttackStart(Unit *) override
Definition: ScriptedCreature.cpp:210

References _started, and ScriptedAI::AttackStart().

Referenced by DoAction().

◆ DamageDealt()

void npc_ball_of_flame::npc_ball_of_flameAI::DamageDealt ( Unit ,
uint32 ,
DamageEffectType   
)
inlineoverridevirtual

Called at any Damage to any victim (before damage apply)

Reimplemented from UnitAI.

1338 {
1339 if (!target->IsPlayer())
1340 {
1341 return;
1342 }
1343
1344 if (damage > RAID_MODE<uint32>(23000, 25000, 23000, 25000))
1345 {
1347 }
1348 }
@ DATA_ORB_WHISPERER_ACHIEVEMENT
Definition: icecrown_citadel.h:109
virtual void SetData(uint32, uint32)
Definition: ZoneScript.h:52

References _instance, DATA_ORB_WHISPERER_ACHIEVEMENT, Object::IsPlayer(), and ZoneScript::SetData().

◆ DoAction()

void npc_ball_of_flame::npc_ball_of_flameAI::DoAction ( int32  action)
inlineoverridevirtual

Reimplemented from UnitAI.

1302 {
1303 if (action != ACTION_FLAME_BALL_CHASE || me->IsInCombat())
1304 {
1305 return;
1306 }
1307
1308 Player* target = nullptr;
1309
1310 if (_chaseGUID)
1311 {
1313 }
1314 if (!target)
1315 {
1316 target = ScriptedAI::SelectTargetFromPlayerList(150.0f, 0, true);
1317 }
1318 if (target)
1319 {
1320 // need to clear states now because this call is before AuraEffect is fully removed
1321 _started = true;
1325 me->AddThreat(target, 1000.0f);
1326 me->SetCanFly(true);
1327 me->SetDisableGravity(true);
1328 me->SetHover(true);
1330 AttackStart(target);
1332 return;
1333 }
1335 }
@ ACTION_FLAME_BALL_CHASE
Definition: boss_blood_prince_council.cpp:144
@ SPELL_BALL_OF_FLAMES_PERIODIC
Definition: boss_blood_prince_council.cpp:97
@ UNIT_STATE_CASTING
Definition: UnitDefines.h:164
@ UNIT_STATE_STUNNED
Definition: UnitDefines.h:152
Player * GetPlayer(Map const *, ObjectGuid const guid)
Definition: ObjectAccessor.cpp:220
Player * SelectTargetFromPlayerList(float maxdist, uint32 excludeAura=0, bool mustBeInLOS=false) const
Definition: ScriptedCreature.cpp:571
void SetInCombatWithZone()
Set in combat all units in the dungeon/raid. Affect only units with IsAIEnabled.
Definition: Creature.cpp:2811
bool SetDisableGravity(bool disable, bool packetOnly=false, bool updateAnimationTier=true) override
Enable or disable the creature's fly mode by adding or removing: MOVEMENTFLAG_FLYING....
Definition: Creature.cpp:3205
bool SetHover(bool enable, bool packetOnly=false, bool updateAnimationTier=true) override
Definition: Creature.cpp:3370
bool SetCanFly(bool enable, bool packetOnly=false) override
Add the movement flag: MOVEMENTFLAGCAN_FLY. Generaly only use by players, allowing them to fly by pre...
Definition: Creature.cpp:3290
void DespawnOrUnsummon(Milliseconds msTimeToDespawn, Seconds forcedRespawnTimer)
Definition: Creature.cpp:2178
Definition: Player.h:1081
void ClearUnitState(uint32 f)
Definition: Unit.h:702
void AddThreat(Unit *victim, float fThreat, SpellSchoolMask schoolMask=SPELL_SCHOOL_MASK_NORMAL, SpellInfo const *threatSpell=nullptr)
Definition: Unit.cpp:14653
void SendMovementFlagUpdate(bool self=false)
Definition: Unit.cpp:16704
bool IsInCombat() const
Definition: Unit.h:884
ObjectGuid _chaseGUID
Definition: boss_blood_prince_council.cpp:1269
void AttackStart(Unit *who) override
Definition: boss_blood_prince_council.cpp:1273

References _chaseGUID, _started, ACTION_FLAME_BALL_CHASE, Unit::AddThreat(), AttackStart(), Unit::CastSpell(), Unit::ClearUnitState(), Creature::DespawnOrUnsummon(), Object::GetEntry(), ObjectAccessor::GetPlayer(), Unit::IsInCombat(), ScriptedAI::me, NPC_BALL_OF_INFERNO_FLAME, ScriptedAI::SelectTargetFromPlayerList(), Unit::SendMovementFlagUpdate(), Creature::SetCanFly(), Creature::SetDisableGravity(), Creature::SetHover(), Creature::SetInCombatWithZone(), SPELL_BALL_OF_FLAMES_PERIODIC, UNIT_STATE_CASTING, and UNIT_STATE_STUNNED.

◆ MoveInLineOfSight()

void npc_ball_of_flame::npc_ball_of_flameAI::MoveInLineOfSight ( Unit )
inlineoverridevirtual

Reimplemented from CreatureAI.

1279{}

◆ MovementInform()

void npc_ball_of_flame::npc_ball_of_flameAI::MovementInform ( uint32  type,
uint32   
)
inlineoverridevirtual

Reimplemented from ScriptedAI.

1282 {
1283 if (type == CHASE_MOTION_TYPE && !_exploded)
1284 {
1288 me->StopMoving();
1289 me->CastSpell(me, SPELL_FLAMES, true);
1290 me->DespawnOrUnsummon(999);
1292 _exploded = true;
1293 }
1294 }
@ SPELL_FLAME_SPHERE_DEATH_EFFECT
Definition: boss_blood_prince_council.cpp:93
@ SPELL_FLAMES
Definition: boss_blood_prince_council.cpp:92
@ REACT_PASSIVE
Definition: Unit.h:548
@ UNIT_STATE_ROOT
Definition: UnitDefines.h:159
@ CHASE_MOTION_TYPE
Definition: MotionMaster.h:45
void SetReactState(ReactStates state)
A creature can have 3 ReactStates : Agressive, Passive, Neutral.
Definition: Creature.h:94
void StopMoving()
Definition: Unit.cpp:16650
void SetControlled(bool apply, UnitState state, Unit *source=nullptr, bool isFear=false)
Definition: Unit.cpp:18034
void RemoveAurasDueToSpell(uint32 spellId, ObjectGuid casterGUID=ObjectGuid::Empty, uint8 reqEffMask=0, AuraRemoveMode removeMode=AURA_REMOVE_BY_DEFAULT)
Definition: Unit.cpp:4909

References _exploded, Unit::CastSpell(), CHASE_MOTION_TYPE, Creature::DespawnOrUnsummon(), ScriptedAI::me, REACT_PASSIVE, Unit::RemoveAurasDueToSpell(), Unit::SetControlled(), Creature::SetReactState(), SPELL_BALL_OF_FLAMES_PERIODIC, SPELL_FLAME_SPHERE_DEATH_EFFECT, SPELL_FLAMES, Unit::StopMoving(), and UNIT_STATE_ROOT.

◆ SetGUID()

void npc_ball_of_flame::npc_ball_of_flameAI::SetGUID ( ObjectGuid  guid,
int32   
)
inlineoverridevirtual

Reimplemented from UnitAI.

1297 {
1298 _chaseGUID = guid;
1299 }

References _chaseGUID.

Member Data Documentation

◆ _chaseGUID

ObjectGuid npc_ball_of_flame::npc_ball_of_flameAI::_chaseGUID

Referenced by DoAction(), and SetGUID().

◆ _exploded

bool npc_ball_of_flame::npc_ball_of_flameAI::_exploded

◆ _instance

InstanceScript* npc_ball_of_flame::npc_ball_of_flameAI::_instance

Referenced by DamageDealt().

◆ _started

bool npc_ball_of_flame::npc_ball_of_flameAI::_started