_instance | go_ossirian_crystal::go_ossirian_crystalAI | private |
_triggerGUID | go_ossirian_crystal::go_ossirian_crystalAI | private |
CanBeSeen(Player const *) | GameObjectAI | inlinevirtual |
Destroyed(Player *, uint32) | GameObjectAI | inlinevirtual |
DoAction(int32 action) override | go_ossirian_crystal::go_ossirian_crystalAI | inlinevirtual |
EventInform(uint32) | GameObjectAI | inlinevirtual |
GameObjectAI(GameObject *go) | GameObjectAI | inlineexplicit |
GetData(uint32) const | GameObjectAI | inlinevirtual |
GetDialogStatus(Player *) | GameObjectAI | inlinevirtual |
GetGUID(int32) const | GameObjectAI | inlinevirtual |
go_ossirian_crystalAI(GameObject *go) | go_ossirian_crystal::go_ossirian_crystalAI | inline |
GossipHello(Player *, bool reportUse) override | go_ossirian_crystal::go_ossirian_crystalAI | inlinevirtual |
GossipSelect(Player *, uint32, uint32) | GameObjectAI | inlinevirtual |
GossipSelectCode(Player *, uint32, uint32, char const *) | GameObjectAI | inlinevirtual |
InitializeAI() | GameObjectAI | inlinevirtual |
JustSummoned(Creature *) | GameObjectAI | inlinevirtual |
me | GameObjectAI | protected |
OnGameEvent(bool, uint16) | GameObjectAI | inlinevirtual |
OnStateChanged(uint32, Unit *) | GameObjectAI | inlinevirtual |
Permissible(GameObject const *go) | GameObjectAI | static |
QuestAccept(Player *, Quest const *) | GameObjectAI | inlinevirtual |
QuestReward(Player *, Quest const *, uint32) | GameObjectAI | inlinevirtual |
Reset() | GameObjectAI | inlinevirtual |
SetData(uint32, uint32) | GameObjectAI | inlinevirtual |
SetGUID(ObjectGuid guid, int32 type) override | go_ossirian_crystal::go_ossirian_crystalAI | inlinevirtual |
SpellHit(Unit *, SpellInfo const *) | GameObjectAI | inlinevirtual |
SummonedCreatureDespawn(Creature *) | GameObjectAI | inlinevirtual |
SummonedCreatureDies(Creature *, Unit *) | GameObjectAI | inlinevirtual |
SummonedCreatureEvade(Creature *) | GameObjectAI | inlinevirtual |
UpdateAI(uint32) | GameObjectAI | inlinevirtual |
~GameObjectAI() | GameObjectAI | inlinevirtual |