AzerothCore 3.3.5a
OpenSource WoW Emulator
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go_bristlelimb_cage Class Reference
Inheritance diagram for go_bristlelimb_cage:
GameObjectScript ScriptObject UpdatableScript< GameObject >

Public Member Functions

 go_bristlelimb_cage ()
 
bool OnGossipHello (Player *player, GameObject *go) override
 
- Public Member Functions inherited from GameObjectScript
bool IsDatabaseBound () const override
 
virtual bool OnGossipHello (Player *, GameObject *)
 
virtual bool OnGossipSelect (Player *, GameObject *, uint32, uint32)
 
virtual bool OnGossipSelectCode (Player *, GameObject *, uint32, uint32, const char *)
 
virtual bool OnQuestAccept (Player *, GameObject *, Quest const *)
 
virtual bool OnQuestReward (Player *, GameObject *, Quest const *, uint32)
 
virtual uint32 GetDialogStatus (Player *, GameObject *)
 
virtual void OnDestroyed (GameObject *, Player *)
 
virtual void OnDamaged (GameObject *, Player *)
 
virtual void OnModifyHealth (GameObject *, Unit *, int32 &, SpellInfo const *)
 
virtual void OnLootStateChanged (GameObject *, uint32, Unit *)
 
virtual void OnGameObjectStateChanged (GameObject *, uint32)
 
virtual GameObjectAIGetAI (GameObject *) const
 
- Public Member Functions inherited from ScriptObject
virtual bool IsDatabaseBound () const
 
virtual bool isAfterLoadScript () const
 
virtual void checkValidity ()
 
const std::string & GetName () const
 
uint16 GetTotalAvailableHooks ()
 
- Public Member Functions inherited from UpdatableScript< GameObject >
virtual void OnUpdate (GameObject *, uint32)
 

Additional Inherited Members

- Protected Member Functions inherited from GameObjectScript
 GameObjectScript (const char *name)
 
- Protected Member Functions inherited from ScriptObject
 ScriptObject (const char *name, uint16 totalAvailableHooks=0)
 
virtual ~ScriptObject ()=default
 
- Protected Member Functions inherited from UpdatableScript< GameObject >
 UpdatableScript ()=default
 

Detailed Description

Constructor & Destructor Documentation

◆ go_bristlelimb_cage()

go_bristlelimb_cage::go_bristlelimb_cage ( )
inline
510: GameObjectScript("go_bristlelimb_cage") { }
Definition: GameObjectScript.h:25

Member Function Documentation

◆ OnGossipHello()

bool go_bristlelimb_cage::OnGossipHello ( Player player,
GameObject go 
)
inlineoverridevirtual

Reimplemented from GameObjectScript.

513 {
516 {
517 if (Creature* capitive = go->FindNearestCreature(NPC_STILLPINE_CAPITIVE, 5.0f, true))
518 {
519 go->ResetDoorOrButton();
520 CAST_AI(npc_stillpine_capitive::npc_stillpine_capitiveAI, capitive->AI())->StartMoving(player);
521 return false;
522 }
523 }
524 return true;
525 }
@ QUEST_STATUS_INCOMPLETE
Definition: QuestDef.h:103
#define CAST_AI(a, b)
Definition: UnitAI.h:26
@ GO_STATE_READY
Definition: GameObjectData.h:691
@ QUEST_THE_PROPHECY_OF_AKIDA
Definition: zone_azuremyst_isle.cpp:430
@ NPC_STILLPINE_CAPITIVE
Definition: zone_azuremyst_isle.cpp:431
Definition: Creature.h:46
void SetGoState(GOState state)
Definition: GameObject.cpp:2477
void ResetDoorOrButton()
Definition: GameObject.cpp:1419
Creature * FindNearestCreature(uint32 entry, float range, bool alive=true) const
Definition: Object.cpp:2446
QuestStatus GetQuestStatus(uint32 quest_id) const
Definition: PlayerQuest.cpp:1424
Definition: zone_azuremyst_isle.cpp:446

References CAST_AI, WorldObject::FindNearestCreature(), Player::GetQuestStatus(), GO_STATE_READY, NPC_STILLPINE_CAPITIVE, QUEST_STATUS_INCOMPLETE, QUEST_THE_PROPHECY_OF_AKIDA, GameObject::ResetDoorOrButton(), and GameObject::SetGoState().