@ EMOTE_ONESHOT_CUSTOM_SPELL_01
@ EMOTE_STATE_FLYGRABCLOSED
void Talk(uint8 id, WorldObject const *whisperTarget=nullptr)
void SetTarget(ObjectGuid const &guid) override
void MovePoint(uint32 id, Position const &pos, bool generatePath=true, Optional< float > finalOrient={}, Optional< float > speed={}, MovementWalkRunSpeedSelectionMode speedSelectionMode=MovementWalkRunSpeedSelectionMode::Default, Optional< float > closeEnoughDistance={})
static ObjectGuid GetGUID(Object const *o)
static Player * ToPlayer(Object *o)
bool IsResurrectRequested() const
Unit * GetSummonerUnit() const
SpellCastResult DoCast(uint32 spellId)
MotionMaster * GetMotionMaster()
float GetCombatReach() const override
TempSummon * ToTempSummon()
virtual bool UpdatePosition(float x, float y, float z, float ang, bool teleport=false)
bool SetCanFly(bool enable)
bool SetWalk(bool enable)
void HandleEmoteCommand(Emote emoteId, Player *target=nullptr, Trinity::IteratorPair< int32 const * > spellVisualKitIds={}, int32 sequenceVariation=0)
void GetClosePoint(float &x, float &y, float &z, float size, float distance2d=0, float relAngle=0) const
void setActive(bool isActiveObject)
void SetFarVisible(bool on)
npc_valkyr_battle_maiden()
CreatureAI * GetAI(Creature *creature) const override
constexpr void GetPosition(float &x, float &y) const
void UpdateAI(uint32 diff) override
npc_valkyr_battle_maidenAI(Creature *creature)
void AddSC_the_scarlet_enclave()