77 std::list<GameObject*> _goList;
79 for (std::list<GameObject*>::const_iterator itr = _goList.begin(); itr != _goList.end(); itr++)
void GetGameObjectListWithEntryInGrid(Container &container, WorldObject *source, uint32 entry, float maxSearchRange)
#define RegisterBlackwingLairCreatureAI(ai_name)
#define RegisterBlackwingLairGameObjectAI(ai_name)
@ DATA_BROODLORD_LASHLAYER
void AddSC_boss_broodlord()
@ EVENT_SUPPRESSION_RESET
void JustEngagedWith(Unit *who) override
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)
void CancelEvent(uint32 eventId)
void SetGoState(GOState state)
GOState GetGoState() const
void RemoveFlag(GameObjectFlags flags)
void SetFlag(GameObjectFlags flags)
void SetLootState(LootState s, Unit *unit=nullptr)
void SendCustomAnim(uint32 anim)
EncounterState GetBossState(uint32 id) const
SpellCastResult DoCastVictim(uint32 spellId, CastSpellExtraArgs const &args={})
SpellCastResult CastSpell(CastSpellTargetArg const &targets, uint32 spellId, CastSpellExtraArgs const &args={ })
float GetDistance(WorldObject const *obj) const
float GetThreat(Unit const *victim, Unit const *who=nullptr)
void ModifyThreatByPercent(Unit *victim, int32 pct, Unit *who=nullptr)
boss_broodlord(Creature *creature)
void UpdateAI(uint32 diff) override
void JustDied(Unit *) override
void JustEngagedWith(Unit *who) override
void UpdateAI(uint32 diff) override
void DoAction(int32 action) override
void OnLootStateChanged(uint32 state, Unit *) override
void InitializeAI() override
InstanceScript * _instance
go_suppression_device(GameObject *go)