AzerothCore 3.3.5a
OpenSource WoW Emulator
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npc_argent_captainAI Struct Reference
Inheritance diagram for npc_argent_captainAI:
ScriptedAI CreatureAI UnitAI npc_captain_arnath::npc_captain_arnathAI npc_captain_brandon::npc_captain_brandonAI npc_captain_grondel::npc_captain_grondelAI npc_captain_rupert::npc_captain_rupertAI

Public Member Functions

 npc_argent_captainAI (Creature *creature)
 
void Reset () override
 
void JustDied (Unit *) override
 
void KilledUnit (Unit *victim) override
 
void DoAction (int32 action) override
 
void JustEngagedWith (Unit *) override
 Called for reaction when initially engaged. More...
 
bool CanAIAttack (Unit const *target) const override
 
void EnterEvadeMode (EvadeReason why) override
 
void SpellHit (Unit *, SpellInfo const *spell) 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
 

Protected Attributes

EventMap Events
 
InstanceScriptinstance
 
float FollowAngle
 
float FollowDist
 
bool IsUndead
 
- 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
 

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)
 

Detailed Description

Constructor & Destructor Documentation

◆ npc_argent_captainAI()

npc_argent_captainAI::npc_argent_captainAI ( Creature creature)
inline
1191 : ScriptedAI(creature), instance(creature->GetInstanceScript())
1192 {
1195 }
#define PET_FOLLOW_ANGLE
Definition: PetDefines.h:199
#define PET_FOLLOW_DIST
Definition: PetDefines.h:198
Definition: ScriptedCreature.h:190
InstanceScript * GetInstanceScript() const
Definition: Object.cpp:1203
float FollowAngle
Definition: icecrown_citadel.cpp:1295
InstanceScript * instance
Definition: icecrown_citadel.cpp:1294
float FollowDist
Definition: icecrown_citadel.cpp:1296

References FollowAngle, FollowDist, PET_FOLLOW_ANGLE, and PET_FOLLOW_DIST.

Member Function Documentation

◆ CanAIAttack()

bool npc_argent_captainAI::CanAIAttack ( Unit const *  target) const
inlineoverridevirtual

Reimplemented from UnitAI.

1239 {
1240 // do not see targets inside Frostwing Halls when we are not there
1241 return (me->GetPositionY() > 2660.0f) == (target->GetPositionY() > 2660.0f) && (target->IsPlayer() || target->IsInCombat());
1242 }
Creature * me
Definition: ScriptedCreature.h:280
float GetPositionY() const
Definition: Position.h:117

References Position::GetPositionY(), Unit::IsInCombat(), Object::IsPlayer(), and ScriptedAI::me.

◆ DoAction()

void npc_argent_captainAI::DoAction ( int32  action)
inlineoverridevirtual

Reimplemented from UnitAI.

1220 {
1221 if (action == ACTION_START_GAUNTLET)
1222 {
1224 {
1225 FollowAngle = me->GetAngle(crok) + me->GetOrientation();
1226 FollowDist = me->GetDistance2d(crok);
1228 }
1229 }
1230 }
@ ACTION_START_GAUNTLET
Definition: icecrown_citadel.cpp:266
@ DATA_CROK_SCOURGEBANE
Definition: icecrown_citadel.h:121
@ MOTION_SLOT_IDLE
Definition: MotionMaster.h:63
Creature * GetCreature(WorldObject const &u, ObjectGuid const guid)
Definition: ObjectAccessor.cpp:210
Definition: Creature.h:43
float GetDistance2d(WorldObject const *obj) const
Definition: Object.cpp:1274
float GetOrientation() const
Definition: Position.h:119
float GetAngle(const Position *pos) const
Definition: Position.cpp:78
MotionMaster * GetMotionMaster()
Definition: Unit.h:1620
ObjectGuid GetGuidData(uint32 type) const override
Definition: InstanceScript.cpp:98
void MoveFollow(Unit *target, float dist, float angle, MovementSlot slot=MOTION_SLOT_ACTIVE, bool inheritWalkState=true)
The unit will follow this target. Doesn't work with UNIT_FLAG_DISABLE_MOVE.
Definition: MotionMaster.cpp:409

References ACTION_START_GAUNTLET, DATA_CROK_SCOURGEBANE, FollowAngle, FollowDist, Position::GetAngle(), ObjectAccessor::GetCreature(), WorldObject::GetDistance2d(), InstanceScript::GetGuidData(), Unit::GetMotionMaster(), Position::GetOrientation(), instance, ScriptedAI::me, MOTION_SLOT_IDLE, and MotionMaster::MoveFollow().

◆ EnterEvadeMode()

void npc_argent_captainAI::EnterEvadeMode ( EvadeReason  why)
inlineoverridevirtual

Reimplemented from CreatureAI.

1245 {
1246 if (!_EnterEvadeMode(why))
1247 return;
1248
1249 me->GetMotionMaster()->Clear(false);
1252 else
1254
1255 Reset();
1256 }
bool _EnterEvadeMode(EvadeReason why=EVADE_REASON_OTHER)
Definition: CreatureAI.cpp:303
void MoveTargetedHome(bool walk=false)
The unit will return this initial position (owner for pets and summoned creatures)....
Definition: MotionMaster.cpp:259
void Clear(bool reset=true)
Definition: MotionMaster.h:167
void Reset() override
Definition: icecrown_citadel.cpp:1197

References CreatureAI::_EnterEvadeMode(), MotionMaster::Clear(), DATA_CROK_SCOURGEBANE, FollowAngle, FollowDist, ObjectAccessor::GetCreature(), InstanceScript::GetGuidData(), Unit::GetMotionMaster(), instance, ScriptedAI::me, MOTION_SLOT_IDLE, MotionMaster::MoveFollow(), MotionMaster::MoveTargetedHome(), and Reset().

◆ JustDied()

void npc_argent_captainAI::JustDied ( Unit )
inlineoverridevirtual

Reimplemented from ScriptedAI.

1204 {
1205 if (IsUndead)
1207 else
1209
1210 IsUndead = false;
1211 }
Talk
Definition: hyjal.cpp:82
@ SAY_CAPTAIN_SECOND_DEATH
Definition: icecrown_citadel.cpp:93
@ SAY_CAPTAIN_DEATH
Definition: icecrown_citadel.cpp:90
bool IsUndead
Definition: icecrown_citadel.cpp:1297

References IsUndead, SAY_CAPTAIN_DEATH, and SAY_CAPTAIN_SECOND_DEATH.

◆ JustEngagedWith()

void npc_argent_captainAI::JustEngagedWith ( Unit )
inlineoverridevirtual

Called for reaction when initially engaged.

Reimplemented from ScriptedAI.

1233 {
1234 if (IsUndead)
1236 }
void DoZoneInCombat(Creature *creature=nullptr, float maxRangeToNearestTarget=250.0f)
Definition: CreatureAI.cpp:106

References CreatureAI::DoZoneInCombat(), and IsUndead.

◆ KilledUnit()

void npc_argent_captainAI::KilledUnit ( Unit victim)
inlineoverridevirtual

Reimplemented from ScriptedAI.

1214 {
1215 if (victim->IsPlayer())
1217 }
@ SAY_CAPTAIN_KILL
Definition: icecrown_citadel.cpp:92
bool IsPlayer() const
Definition: Object.h:200

References Object::IsPlayer(), and SAY_CAPTAIN_KILL.

◆ Reset()

void npc_argent_captainAI::Reset ( )
inlineoverridevirtual

Reimplemented from ScriptedAI.

Reimplemented in npc_captain_arnath::npc_captain_arnathAI, npc_captain_brandon::npc_captain_brandonAI, npc_captain_grondel::npc_captain_grondelAI, and npc_captain_rupert::npc_captain_rupertAI.

1198 {
1199 me->SetCorpseDelay(DAY); // leave corpse for a long time so svalna can resurrect
1201 }
constexpr auto DAY
Definition: Common.h:49
CreatureData const * GetCreatureData() const
Definition: Creature.h:206
void SetCorpseDelay(uint32 delay)
Definition: Creature.h:70
uint32 id1
Definition: CreatureData.h:372
uint32 GetEntry() const
Definition: Object.h:115

References DAY, Creature::GetCreatureData(), Object::GetEntry(), CreatureData::id1, IsUndead, ScriptedAI::me, and Creature::SetCorpseDelay().

Referenced by EnterEvadeMode(), npc_captain_arnath::npc_captain_arnathAI::Reset(), npc_captain_brandon::npc_captain_brandonAI::Reset(), npc_captain_grondel::npc_captain_grondelAI::Reset(), and npc_captain_rupert::npc_captain_rupertAI::Reset().

◆ SpellHit()

void npc_argent_captainAI::SpellHit ( Unit ,
SpellInfo const *  spell 
)
inlineoverridevirtual

Reimplemented from ScriptedAI.

1259 {
1260 if (spell->Id == SPELL_REVIVE_CHAMPION && !IsUndead)
1261 {
1262 me->setDeathState(DeathState::JustRespawned);
1263 uint32 newEntry = 0;
1264 switch (me->GetEntry())
1265 {
1266 case NPC_CAPTAIN_ARNATH:
1267 newEntry = NPC_CAPTAIN_ARNATH_UNDEAD;
1268 break;
1270 newEntry = NPC_CAPTAIN_BRANDON_UNDEAD;
1271 break;
1273 newEntry = NPC_CAPTAIN_GRONDEL_UNDEAD;
1274 break;
1275 case NPC_CAPTAIN_RUPERT:
1276 newEntry = NPC_CAPTAIN_RUPERT_UNDEAD;
1277 break;
1278 default:
1279 return;
1280 }
1281
1283 me->UpdateEntry(newEntry, me->GetCreatureData());
1284 IsUndead = true;
1285 DoCast(me, SPELL_UNDEATH, true);
1286 if (Player* p = me->SelectNearestPlayer(150.0f))
1287 AttackStart(p);
1289 }
1290 }
std::uint32_t uint32
Definition: Define.h:107
@ SPELL_UNDEATH
Definition: icecrown_citadel.cpp:126
@ SPELL_REVIVE_CHAMPION
Definition: icecrown_citadel.cpp:125
@ SAY_CAPTAIN_RESURRECTED
Definition: icecrown_citadel.cpp:91
@ NPC_CAPTAIN_BRANDON
Definition: icecrown_citadel.h:292
@ NPC_CAPTAIN_GRONDEL_UNDEAD
Definition: icecrown_citadel.h:297
@ NPC_CAPTAIN_BRANDON_UNDEAD
Definition: icecrown_citadel.h:296
@ NPC_CAPTAIN_ARNATH_UNDEAD
Definition: icecrown_citadel.h:295
@ NPC_CAPTAIN_RUPERT
Definition: icecrown_citadel.h:294
@ NPC_CAPTAIN_RUPERT_UNDEAD
Definition: icecrown_citadel.h:298
@ NPC_CAPTAIN_GRONDEL
Definition: icecrown_citadel.h:293
@ NPC_CAPTAIN_ARNATH
Definition: icecrown_citadel.h:291
SpellCastResult DoCast(uint32 spellId)
Definition: UnitAI.cpp:177
void AttackStart(Unit *) override
Definition: ScriptedCreature.cpp:210
void setDeathState(DeathState s, bool despawn=false) override
A creature can be in 4 different states: Alive, JustDied, Corpse, and JustRespawned....
Definition: Creature.cpp:1965
void SetInCombatWithZone()
Set in combat all units in the dungeon/raid. Affect only units with IsAIEnabled.
Definition: Creature.cpp:2811
bool UpdateEntry(uint32 entry, const CreatureData *data=nullptr, bool changelevel=true, bool updateAI=false)
Definition: Creature.cpp:539
Player * SelectNearestPlayer(float distance=0) const
Definition: Object.cpp:2484
Definition: Player.h:1081

References ScriptedAI::AttackStart(), UnitAI::DoCast(), Creature::GetCreatureData(), Object::GetEntry(), SpellInfo::Id, IsUndead, ScriptedAI::me, NPC_CAPTAIN_ARNATH, NPC_CAPTAIN_ARNATH_UNDEAD, NPC_CAPTAIN_BRANDON, NPC_CAPTAIN_BRANDON_UNDEAD, NPC_CAPTAIN_GRONDEL, NPC_CAPTAIN_GRONDEL_UNDEAD, NPC_CAPTAIN_RUPERT, NPC_CAPTAIN_RUPERT_UNDEAD, SAY_CAPTAIN_RESURRECTED, WorldObject::SelectNearestPlayer(), Creature::setDeathState(), Creature::SetInCombatWithZone(), SPELL_REVIVE_CHAMPION, SPELL_UNDEATH, and Creature::UpdateEntry().

Member Data Documentation

◆ Events

EventMap npc_argent_captainAI::Events
protected

◆ FollowAngle

float npc_argent_captainAI::FollowAngle
protected

◆ FollowDist

float npc_argent_captainAI::FollowDist
protected

◆ instance

InstanceScript* npc_argent_captainAI::instance
protected

Referenced by DoAction(), and EnterEvadeMode().

◆ IsUndead