void AddSC_boss_ambassador_hellmaw()
static constexpr uint32 PATH_ESCORT_HELLMAW
void Talk(uint8 id, WorldObject const *whisperTarget=nullptr)
void ScheduleEvent(uint32 eventId, Milliseconds time, uint32 group=0, uint8 phase=0)
virtual bool SetBossState(uint32 id, EncounterState state)
static ObjectGuid const Empty
SpellCastResult DoCastVictim(uint32 spellId, CastSpellExtraArgs const &args={})
SpellCastResult DoCastAOE(uint32 spellId, CastSpellExtraArgs const &args={})
SpellCastResult DoCast(uint32 spellId)
bool HasUnitState(const uint32 f) const
bool HasAura(uint32 spellId, ObjectGuid casterGUID=ObjectGuid::Empty, ObjectGuid itemCasterGUID=ObjectGuid::Empty, uint32 reqEffMask=0) const
void RemoveAurasDueToSpell(uint32 spellId, ObjectGuid casterGUID=ObjectGuid::Empty, uint32 reqEffMask=0, AuraRemoveMode removeMode=AURA_REMOVE_BY_DEFAULT)
InstanceScript * GetInstanceScript() const
virtual uint32 GetData(uint32) const
@ ACTION_AMBASSADOR_HELLMAW_BANISH
@ ACTION_AMBASSADOR_HELLMAW_INTRO
#define RegisterShadowLabyrinthCreatureAI(ai_name)
@ DATA_AMBASSADOR_HELLMAW
void Start(bool isActiveAttacker=true, ObjectGuid playerGUID=ObjectGuid::Empty, Quest const *quest=nullptr, bool instantRespawn=false, bool canLoopPath=false)
void EnterEvadeMode(EvadeReason why) override
void MoveInLineOfSight(Unit *who) override
void LoadPath(uint32 pathId)
InstanceScript * _instance
void KilledUnit(Unit *who) override
void JustEngagedWith(Unit *) override
void UpdateEscortAI(uint32 diff) override
void JustDied(Unit *) override
boss_ambassador_hellmaw(Creature *creature)
void MoveInLineOfSight(Unit *who) override
void DoAction(int32 actionId) override