189 battleground->TeleportPlayerToExploitLocation(player);
@ ACTION_AV_INTERACT_CAPTURABLE_OBJECT
@ ACTION_AV_CAPTURE_CAPTURABLE_OBJECT
#define RegisterCreatureAI(ai_name)
#define RegisterGameObjectAI(ai_name)
@ NPC_EAST_FROSTWOLF_WARMASTER
@ NPC_TOWER_POINT_WARMASTER
@ NPC_WEST_FROSTWOLF_WARMASTER
@ NPC_STONEHEARTH_MARSHAL
void AddSC_alterac_valley()
@ SPELL_DEMORALIZING_SHOUT
@ EVENT_DEMORALIZING_SHOUT
virtual void EnterEvadeMode(EvadeReason why=EvadeReason::Other)
void GetHomePosition(float &x, float &y, float &z, float &ori) const
void ScheduleEvent(uint32 eventId, Milliseconds time, uint32 group=0, uint8 phase=0)
GOState GetGoState() const
Battleground * GetBattleground() const
TaskScheduler & Schedule(std::chrono::duration< Rep, Period > time, task_handler_t task)
TaskScheduler & Update(success_t const &callback=nullptr)
SpellCastResult DoCastVictim(uint32 spellId, CastSpellExtraArgs const &args={})
SpellCastResult DoCast(uint32 spellId)
bool HasUnitState(const uint32 f) const
ZoneScript * GetZoneScript() const
void setActive(bool isActiveObject)
float GetDistance2d(WorldObject const *obj) const
bool OnTrigger(Player *player, AreaTriggerEntry const *) override
constexpr float GetPositionX() const
constexpr float GetPositionY() const
go_av_capturable_object(GameObject *go)
bool OnGossipHello(Player *player) override
void UpdateAI(uint32 diff) override
go_av_contested_object(GameObject *go)
void UpdateAI(uint32 diff) override
npc_av_marshal_or_warmaster(Creature *creature)
void JustAppeared() override