AzerothCore 3.3.5a
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npc_a_special_surprise::npc_a_special_surpriseAI Struct Reference
Inheritance diagram for npc_a_special_surprise::npc_a_special_surpriseAI:
ScriptedAI CreatureAI UnitAI

Public Member Functions

 npc_a_special_surpriseAI (Creature *creature)
 
void Reset () override
 
bool MeetQuestCondition (Player *player)
 
void MoveInLineOfSight (Unit *who) override
 
void UpdateAI (uint32 diff) override
 Use to start attacking a target. Called just before JustEngagedWith() 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

uint32 ExecuteSpeech_Timer
 
uint32 ExecuteSpeech_Counter
 
ObjectGuid PlayerGUID
 
- 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_a_special_surpriseAI()

npc_a_special_surprise::npc_a_special_surpriseAI::npc_a_special_surpriseAI ( Creature creature)
inline
632: ScriptedAI(creature) { }
Definition: ScriptedCreature.h:190

Member Function Documentation

◆ MeetQuestCondition()

bool npc_a_special_surprise::npc_a_special_surpriseAI::MeetQuestCondition ( Player player)
inline
649 {
650 switch (me->GetEntry())
651 {
652 case 29061: // Ellen Stanbridge
653 if (player->GetQuestStatus(12742) == QUEST_STATUS_INCOMPLETE)
654 return true;
655 break;
656 case 29072: // Kug Ironjaw
657 if (player->GetQuestStatus(12748) == QUEST_STATUS_INCOMPLETE)
658 return true;
659 break;
660 case 29067: // Donovan Pulfrost
661 if (player->GetQuestStatus(12744) == QUEST_STATUS_INCOMPLETE)
662 return true;
663 break;
664 case 29065: // Yazmina Oakenthorn
665 if (player->GetQuestStatus(12743) == QUEST_STATUS_INCOMPLETE)
666 return true;
667 break;
668 case 29071: // Antoine Brack
669 if (player->GetQuestStatus(12750) == QUEST_STATUS_INCOMPLETE)
670 return true;
671 break;
672 case 29032: // Malar Bravehorn
673 if (player->GetQuestStatus(12739) == QUEST_STATUS_INCOMPLETE)
674 return true;
675 break;
676 case 29068: // Goby Blastenheimer
677 if (player->GetQuestStatus(12745) == QUEST_STATUS_INCOMPLETE)
678 return true;
679 break;
680 case 29073: // Iggy Darktusk
681 if (player->GetQuestStatus(12749) == QUEST_STATUS_INCOMPLETE)
682 return true;
683 break;
684 case 29074: // Lady Eonys
685 if (player->GetQuestStatus(12747) == QUEST_STATUS_INCOMPLETE)
686 return true;
687 break;
688 case 29070: // Valok the Righteous
689 if (player->GetQuestStatus(12746) == QUEST_STATUS_INCOMPLETE)
690 return true;
691 break;
692 }
693
694 return false;
695 }
@ QUEST_STATUS_INCOMPLETE
Definition: QuestDef.h:103
Creature * me
Definition: ScriptedCreature.h:280
uint32 GetEntry() const
Definition: Object.h:115
QuestStatus GetQuestStatus(uint32 quest_id) const
Definition: PlayerQuest.cpp:1429

References Object::GetEntry(), Player::GetQuestStatus(), ScriptedAI::me, and QUEST_STATUS_INCOMPLETE.

Referenced by MoveInLineOfSight().

◆ MoveInLineOfSight()

void npc_a_special_surprise::npc_a_special_surpriseAI::MoveInLineOfSight ( Unit who)
inlineoverridevirtual

Reimplemented from CreatureAI.

699 {
700 if (PlayerGUID || !who->IsPlayer() || !who->IsWithinDist(me, INTERACTION_DISTANCE))
701 return;
702
703 if (MeetQuestCondition(who->ToPlayer()))
704 PlayerGUID = who->GetGUID();
705 }
#define INTERACTION_DISTANCE
Definition: ObjectDefines.h:24
bool IsPlayer() const
Definition: Object.h:200
Player * ToPlayer()
Definition: Object.h:201
static ObjectGuid GetGUID(Object const *o)
Definition: Object.h:112
bool IsWithinDist(WorldObject const *obj, float dist2compare, bool is3D=true, bool useBoundingRadius=true) const
Definition: Object.cpp:1327
bool MeetQuestCondition(Player *player)
Definition: chapter2.cpp:648
ObjectGuid PlayerGUID
Definition: chapter2.cpp:636

References Object::GetGUID(), INTERACTION_DISTANCE, Object::IsPlayer(), WorldObject::IsWithinDist(), ScriptedAI::me, MeetQuestCondition(), PlayerGUID, and Object::ToPlayer().

◆ Reset()

void npc_a_special_surprise::npc_a_special_surpriseAI::Reset ( )
inlineoverridevirtual

Reimplemented from ScriptedAI.

639 {
643
645 me->SetImmuneToPC(true);
646 }
@ REACT_PASSIVE
Definition: Unit.h:548
void SetReactState(ReactStates state)
A creature can have 3 ReactStates : Agressive, Passive, Neutral.
Definition: Creature.h:94
void Clear()
Definition: ObjectGuid.h:138
void SetImmuneToPC(bool apply, bool keepCombat=false)
Definition: Unit.cpp:13611
uint32 ExecuteSpeech_Timer
Definition: chapter2.cpp:634
uint32 ExecuteSpeech_Counter
Definition: chapter2.cpp:635

References ObjectGuid::Clear(), ExecuteSpeech_Counter, ExecuteSpeech_Timer, ScriptedAI::me, PlayerGUID, REACT_PASSIVE, Unit::SetImmuneToPC(), and Creature::SetReactState().

Referenced by UpdateAI().

◆ UpdateAI()

void npc_a_special_surprise::npc_a_special_surpriseAI::UpdateAI ( uint32  )
inlineoverridevirtual

Use to start attacking a target. Called just before JustEngagedWith()

Reimplemented from ScriptedAI.

708 {
709 if (PlayerGUID && !me->GetVictim() && me->IsAlive())
710 {
711 if (ExecuteSpeech_Timer <= diff)
712 {
714
715 if (!player)
716 {
717 Reset();
718 return;
719 }
720
721 switch (ExecuteSpeech_Counter)
722 {
723 case 0:
724 Talk(SAY_EXEC_START, player);
725 break;
726 case 1:
728 break;
729 case 2:
730 Talk(SAY_EXEC_PROG, player);
731 break;
732 case 3:
733 Talk(SAY_EXEC_NAME, player);
734 break;
735 case 4:
736 Talk(SAY_EXEC_RECOG, player);
737 break;
738 case 5:
739 Talk(SAY_EXEC_NOREM, player);
740 break;
741 case 6:
742 Talk(SAY_EXEC_THINK, player);
743 break;
744 case 7:
745 Talk(SAY_EXEC_LISTEN, player);
746 break;
747 case 8:
748 if (Creature* Plaguefist = GetClosestCreatureWithEntry(me, NPC_PLAGUEFIST, 85.0f))
749 {
750 Plaguefist->AI()->Talk(SAY_PLAGUEFIST, player);
751 }
752 break;
753 case 9:
754 Talk(SAY_EXEC_TIME, player);
757 me->SetImmuneToPC(false);
758 break;
759 case 10:
760 Talk(SAY_EXEC_WAITING, player);
761 break;
762 case 11:
764 me->setDeathState(DeathState::JustDied);
765 me->SetHealth(0);
766 return;
767 }
768
769 if (ExecuteSpeech_Counter >= 9)
770 ExecuteSpeech_Timer = 15000;
771 else
772 ExecuteSpeech_Timer = 7000;
773
775 }
776 else
777 ExecuteSpeech_Timer -= diff;
778 }
779 }
Talk
Definition: hyjal.cpp:82
@ EMOTE_DIES
Definition: chapter2.cpp:614
@ SAY_EXEC_PROG
Definition: chapter2.cpp:606
@ SAY_EXEC_NAME
Definition: chapter2.cpp:607
@ SAY_EXEC_TIME
Definition: chapter2.cpp:612
@ NPC_PLAGUEFIST
Definition: chapter2.cpp:617
@ SAY_EXEC_THINK
Definition: chapter2.cpp:610
@ SAY_EXEC_NOREM
Definition: chapter2.cpp:609
@ SAY_PLAGUEFIST
Definition: chapter2.cpp:616
@ SAY_EXEC_WAITING
Definition: chapter2.cpp:613
@ SAY_EXEC_LISTEN
Definition: chapter2.cpp:611
@ SAY_EXEC_START
Definition: chapter2.cpp:605
@ SAY_EXEC_RECOG
Definition: chapter2.cpp:608
Creature * GetClosestCreatureWithEntry(WorldObject *source, uint32 entry, float maxSearchRange, bool alive)
Definition: ScriptedCreature.cpp:850
@ UNIT_STAND_STATE_KNEEL
Definition: UnitDefines.h:40
@ UNIT_STAND_STATE_STAND
Definition: UnitDefines.h:32
Player * GetPlayer(Map const *, ObjectGuid const guid)
Definition: ObjectAccessor.cpp:220
Definition: Creature.h:43
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
Definition: Player.h:1081
bool IsAlive() const
Definition: Unit.h:1654
void SetHealth(uint32 val)
Definition: Unit.cpp:15478
Unit * GetVictim() const
Definition: Unit.h:853
void SetStandState(uint8 state)
Definition: Unit.cpp:16726
void Reset() override
Definition: chapter2.cpp:638

References EMOTE_DIES, ExecuteSpeech_Counter, ExecuteSpeech_Timer, GetClosestCreatureWithEntry(), ObjectAccessor::GetPlayer(), Unit::GetVictim(), Unit::IsAlive(), ScriptedAI::me, NPC_PLAGUEFIST, PlayerGUID, REACT_PASSIVE, Reset(), SAY_EXEC_LISTEN, SAY_EXEC_NAME, SAY_EXEC_NOREM, SAY_EXEC_PROG, SAY_EXEC_RECOG, SAY_EXEC_START, SAY_EXEC_THINK, SAY_EXEC_TIME, SAY_EXEC_WAITING, SAY_PLAGUEFIST, Creature::setDeathState(), Unit::SetHealth(), Unit::SetImmuneToPC(), Creature::SetReactState(), Unit::SetStandState(), UNIT_STAND_STATE_KNEEL, and UNIT_STAND_STATE_STAND.

Member Data Documentation

◆ ExecuteSpeech_Counter

uint32 npc_a_special_surprise::npc_a_special_surpriseAI::ExecuteSpeech_Counter

Referenced by Reset(), and UpdateAI().

◆ ExecuteSpeech_Timer

uint32 npc_a_special_surprise::npc_a_special_surpriseAI::ExecuteSpeech_Timer

Referenced by Reset(), and UpdateAI().

◆ PlayerGUID

ObjectGuid npc_a_special_surprise::npc_a_special_surpriseAI::PlayerGUID

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