86 ai->JustSummoned(creature);
uint32 const EncounterCount
void ScheduleEvent(uint32 eventId, Milliseconds time, uint32 group=0, uint8 phase=0)
void SetBossNumber(uint32 number)
virtual bool SetBossState(uint32 id, EncounterState state)
virtual void OnCreatureCreate(Creature *creature) override
Creature * GetCreature(uint32 type)
void LoadDungeonEncounterData(T const &encounters)
virtual ObjectGuid GetGuidData(uint32 type) const override
EncounterState GetBossState(uint32 id) const
virtual void Update(uint32)
void SetHeaders(std::string const &dataHeaders)
void LoadObjectData(ObjectData const *creatureData, ObjectData const *gameObjectData)
bool SpawnGroupSpawn(uint32 groupId, bool ignoreRespawn=false, bool force=false, std::vector< WorldObject * > *spawnedObjects=nullptr)
bool IsTimewalking() const
static ObjectGuid const Empty
static ObjectGuid GetGUID(Object const *o)
InstanceScript * GetInstanceScript(InstanceMap *map) const override
instance_lost_city_of_the_tolvir()
void AddSC_instance_lost_city_of_the_tolvir()
@ SPAWN_GROUP_ID_SIAMAT_WIND_TUNNEL
@ SPAWN_GROUP_ID_AUGH_HEROIC
static constexpr ObjectData const creatureData[]
static constexpr DungeonEncounterData const encounters[]
@ EVENT_SPAWN_HEROIC_AUGH
@ DATA_HEROIC_AUGH_DESPAWNED
@ BOSS_HIGH_PROPHET_BARIM
@ DATA_SHUFFLE_ADD_STALKERS
void RandomShuffle(Iterator begin, Iterator end)
Reorder the elements of the iterator range randomly.
bool SetBossState(uint32 id, EncounterState state) override
uint32 GetData(uint32 type) const override
void AfterDataLoad() override
std::vector< ObjectGuid > _lockmawAddStalkerGUIDs
instance_lost_city_of_the_tolvir_InstanceMapScript(InstanceMap *map)
void OnCreatureCreate(Creature *creature) override
ObjectGuid GetGuidData(uint32 type) const override
bool _heroicAughDespawned
void Update(uint32 diff) override
void SetData(uint32 type, uint32 value) override