uint32 urand(uint32 min, uint32 max)
#define RegisterCreatureAI(ai_name)
@ EMOTE_ONESHOT_EXCLAMATION
@ EMOTE_ONESHOT_EAT_NO_SHEATHE
void LoadEquipment(int8 id=1, bool force=false)
void ScheduleEvent(uint32 eventId, Milliseconds time, uint32 group=0, uint8 phase=0)
void MovePath(uint32 pathId, bool repeatable, Optional< Milliseconds > duration={}, Optional< float > speed={}, MovementWalkRunSpeedSelectionMode speedSelectionMode=MovementWalkRunSpeedSelectionMode::Default, Optional< std::pair< Milliseconds, Milliseconds > > waitTimeRangeAtPathEnd={}, Optional< float > wanderDistanceAtPathEnds={}, Optional< bool > followPathBackwardsFromEndToStart={}, bool generatePath=true)
MotionMaster * GetMotionMaster()
void SetFacingToObject(WorldObject const *object, bool force=true)
void SetEmoteState(Emote emote)
void SetFacingTo(float const ori, bool force=true)
void HandleEmoteCommand(Emote emoteId, Player *target=nullptr, Trinity::IteratorPair< int32 const * > spellVisualKitIds={}, int32 sequenceVariation=0)
GameObject * FindNearestGameObject(uint32 entry, float range, bool spawnedOnly=true) const
SpellCastResult CastSpell(CastSpellTargetArg const &targets, uint32 spellId, CastSpellExtraArgs const &args={ })
constexpr float GetOrientation() const
npc_partygoer_pather(Creature *creature)
void UpdateAI(uint32 diff) override
void WaypointPathEnded(uint32, uint32) override
void JustAppeared() override
void UpdateAI(uint32 diff) override
void JustAppeared() override
npc_partygoer(Creature *creature)
@ SPELL_SMALL_YELLOW_ROCKET
@ EVENT_STOP_DANCING_PATHER
@ EVENT_RANDOM_ACTION_PATHER
@ EVENT_REMOVE_EQUIPMENT_PATHER
void AddSC_eversong_woods()