#define RegisterGameObjectAI(ai_name)
uint32 const EncounterCount
void SetGoState(GOState state)
void SetFlag(GameObjectFlags flags)
void SetBossNumber(uint32 number)
virtual bool SetBossState(uint32 id, EncounterState state)
Creature * GetCreature(uint32 type)
void HandleGameObject(ObjectGuid guid, bool open, GameObject *go=nullptr)
void LoadDungeonEncounterData(T const &encounters)
EncounterState GetBossState(uint32 id) const
virtual void OnGameObjectCreate(GameObject *go) override
GameObject * GetGameObject(uint32 type)
void SetHeaders(std::string const &dataHeaders)
void LoadObjectData(ObjectData const *creatureData, ObjectData const *gameObjectData)
static ObjectGuid const Empty
virtual void SetData(uint32, uint32)
InstanceScript * GetInstanceScript(InstanceMap *map) const override
ObjectData const gameObjectData[]
ObjectData const creatureData[]
void AddSC_instance_steam_vault()
DungeonEncounterData const encounters[]
@ NPC_COILFANG_DOOR_CONTROLLER
@ NPC_HYDROMANCER_THESPIA
@ NPC_MEKGINEER_STEAMRIGGER
#define SteamVaultScriptName
@ DATA_HYDROMANCER_THESPIA
@ DATA_MEKGINEER_STEAMRIGGER
@ DATA_ACCESS_PANEL_HYDRO
@ DATA_WARLORD_KALITHRESH
@ CONTROLLER_TEXT_ACESS_USED
@ CONTROLLER_TEXT_MAIN_DOOR_OPEN
bool OnGossipHello(Player *) override
go_main_chambers_access_panel(GameObject *go)
InstanceScript * _instance
bool SetBossState(uint32 type, EncounterState state) override
instance_steam_vault_InstanceMapScript(InstanceMap *map)
void SetData(uint32 type, uint32 data) override
void OnGameObjectCreate(GameObject *go) override
uint32 GetData(uint32 type) const override