#define RegisterCreatureAI(ai_name)
void AddSC_boss_drekthar()
virtual void EnterEvadeMode(EvadeReason why=EvadeReason::Other)
void Talk(uint8 id, WorldObject const *whisperTarget=nullptr)
void GetHomePosition(float &x, float &y, float &z, float &ori) const
void ScheduleEvent(uint32 eventId, Milliseconds time, uint32 group=0, uint8 phase=0)
SpellCastResult DoCastVictim(uint32 spellId, CastSpellExtraArgs const &args={})
bool HasUnitState(const uint32 f) const
float GetDistance2d(WorldObject const *obj) const
bool CheckInRoom() override
void UpdateAI(uint32 diff) override
void JustAppeared() override
void JustEngagedWith(Unit *) override
boss_drekthar(Creature *creature)