#include "ConditionMgr.h"
#include "AchievementMgr.h"
#include "AreaTrigger.h"
#include "AreaTriggerDataStore.h"
#include "BattlePetMgr.h"
#include "Battleground.h"
#include "Containers.h"
#include "ConversationDataStore.h"
#include "DB2Stores.h"
#include "DatabaseEnv.h"
#include "GameEventMgr.h"
#include "GameObject.h"
#include "GameTime.h"
#include "Group.h"
#include "InstanceScenario.h"
#include "InstanceScript.h"
#include "Item.h"
#include "LFGMgr.h"
#include "LanguageMgr.h"
#include "Log.h"
#include "LootMgr.h"
#include "Map.h"
#include "ObjectAccessor.h"
#include "ObjectMgr.h"
#include "Pet.h"
#include "PhasingHandler.h"
#include "Player.h"
#include "RaceMask.h"
#include "Realm.h"
#include "ReputationMgr.h"
#include "ScriptMgr.h"
#include "Spell.h"
#include "SpellAuraEffects.h"
#include "SpellAuras.h"
#include "SpellMgr.h"
#include "World.h"
#include "WorldSession.h"
#include "WorldStateMgr.h"
#include "WowTime.h"
#include <random>
#include <sstream>
Go to the source code of this file.
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bool | PlayerConditionCompare (int32 comparisonType, int32 value1, int32 value2) |
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template<std::size_t N> |
bool | PlayerConditionLogic (uint32 logic, std::array< bool, N > &results) |
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ByteBuffer | HexToBytes (const std::string &hex) |
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int32 | EvalSingleValue (ByteBuffer &buffer, Map const *map) |
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int32 | EvalValue (ByteBuffer &buffer, Map const *map) |
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bool | EvalRelOp (ByteBuffer &buffer, Map const *map) |
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int32 | GetUnitConditionVariable (Unit const *unit, Unit const *otherUnit, UnitConditionVariable variable, int32 value) |
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◆ EvalRelOp()
◆ EvalSingleValue()
◆ EvalValue()
◆ GetUnitConditionVariable()
◆ HexToBytes()
◆ PlayerConditionCompare()
bool PlayerConditionCompare |
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int32 |
comparisonType, |
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int32 |
value1, |
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int32 |
value2 |
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inline |
◆ PlayerConditionLogic()
template<std::size_t N>
bool PlayerConditionLogic |
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uint32 |
logic, |
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std::array< bool, N > & |
results |
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) |
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inline |
◆ WorldStateExpressionFunctions