TrinityCore
Loading...
Searching...
No Matches
MotionMaster Member List

This is the complete list of members for MotionMaster, including all inherited members.

_baseUnitStatesMapMotionMasterprivate
_defaultGeneratorMotionMasterprivate
_delayedActionsMotionMasterprivate
_flagsMotionMasterprivate
_generatorsMotionMasterprivate
_ownerMotionMasterprivate
Add(MovementGenerator *movement, MovementSlot slot=MOTION_SLOT_ACTIVE)MotionMaster
AddBaseUnitState(MovementGenerator const *movement)MotionMasterprivate
AddFlag(uint8 const flag)MotionMasterinlineprivate
AddToWorld()MotionMaster
Clear()MotionMaster
Clear(MovementSlot slot)MotionMaster
Clear(MovementGeneratorMode mode)MotionMaster
Clear(MovementGeneratorPriority priority)MotionMaster
ClearBaseUnitState(MovementGenerator const *movement)MotionMasterprivate
ClearBaseUnitStates()MotionMasterprivate
DelayedActionDefine typedefMotionMaster
DelayedActionValidator typedefMotionMaster
Delete(MovementGenerator *movement, bool active, bool movementInform)MotionMasterprivate
DeleteDefault(bool active, bool movementInform)MotionMasterprivate
DirectAdd(MovementGenerator *movement, MovementSlot slot)MotionMasterprivate
DirectClear()MotionMasterprivate
DirectClear(std::function< bool(MovementGenerator *)> const &filter)MotionMasterprivate
DirectClearDefault()MotionMasterprivate
DirectInitialize()MotionMasterprivate
Empty() constMotionMaster
GetCurrentMovementGenerator() constMotionMaster
GetCurrentMovementGenerator(MovementSlot slot) constMotionMaster
GetCurrentMovementGeneratorType() constMotionMaster
GetCurrentMovementGeneratorType(MovementSlot slot) constMotionMaster
GetCurrentSlot() constMotionMaster
GetDestination(float &x, float &y, float &z)MotionMaster
GetMovementGenerator(std::function< bool(MovementGenerator const *)> const &filter, MovementSlot slot=MOTION_SLOT_ACTIVE) constMotionMaster
GetMovementGeneratorsInformation() constMotionMaster
HasFlag(uint8 const flag) constMotionMasterinlineprivate
HasMovementGenerator(std::function< bool(MovementGenerator const *)> const &filter, MovementSlot slot=MOTION_SLOT_ACTIVE) constMotionMaster
Initialize()MotionMaster
InitializeDefault()MotionMaster
LaunchMoveSpline(std::function< void(Movement::MoveSplineInit &init)> &&initializer, uint32 id=0, MovementGeneratorPriority priority=MOTION_PRIORITY_NORMAL, MovementGeneratorType type=EFFECT_MOTION_TYPE, Scripting::v2::ActionResultSetter< MovementStopReason > &&scriptResult={})MotionMaster
MotionMaster(Unit *unit)MotionMasterexplicit
MotionMasterContainer typedefMotionMasterprivate
MotionMasterUnitStatesContainer typedefMotionMasterprivate
MoveAlongSplineChain(uint32 pointId, uint16 dbChainId, bool walk)MotionMaster
MoveAlongSplineChain(uint32 pointId, std::vector< SplineChainLink > const &chain, bool walk)MotionMaster
MoveCharge(float x, float y, float z, float speed=SPEED_CHARGE, uint32 id=EVENT_CHARGE, bool generatePath=false, Unit const *target=nullptr, Movement::SpellEffectExtraData const *spellEffectExtraData=nullptr)MotionMaster
MoveCharge(PathGenerator const &path, float speed=SPEED_CHARGE, Unit const *target=nullptr, Movement::SpellEffectExtraData const *spellEffectExtraData=nullptr)MotionMaster
MoveChase(Unit *target, Optional< ChaseRange > dist={}, Optional< ChaseAngle > angle={})MotionMaster
MoveChase(Unit *target, float dist, float angle)MotionMasterinline
MoveCirclePath(float x, float y, float z, float radius, bool clockwise, uint8 stepCount, Optional< Milliseconds > duration={}, Optional< float > speed={}, MovementWalkRunSpeedSelectionMode speedSelectionMode=MovementWalkRunSpeedSelectionMode::Default, Scripting::v2::ActionResultSetter< MovementStopReason > &&scriptResult={})MotionMaster
MoveCloserAndStop(uint32 id, Unit *target, float distance)MotionMaster
MoveConfused()MotionMaster
MoveDistract(uint32 time, float orientation)MotionMaster
MoveFall(uint32 id=0, Scripting::v2::ActionResultSetter< MovementStopReason > &&scriptResult={})MotionMaster
MoveFleeing(Unit *enemy, Milliseconds time=0ms, Scripting::v2::ActionResultSetter< MovementStopReason > &&scriptResult={})MotionMaster
MoveFollow(Unit *target, float dist, Optional< ChaseAngle > angle={}, Optional< Milliseconds > duration={}, bool ignoreTargetWalk=false, MovementSlot slot=MOTION_SLOT_ACTIVE, Scripting::v2::ActionResultSetter< MovementStopReason > &&scriptResult={})MotionMaster
MoveFormation(Unit *leader, float range, float angle, uint32 point1, uint32 point2)MotionMaster
MoveIdle()MotionMaster
MoveJump(uint32 id, Position const &pos, std::variant< std::monostate, float, Milliseconds > speedOrTime={}, Optional< float > minHeight={}, Optional< float > maxHeight={}, MovementFacingTarget const &facing={}, bool orientationFixed=false, bool unlimitedSpeed=false, Optional< float > speedMultiplier={}, JumpArrivalCastArgs const *arrivalCast=nullptr, Movement::SpellEffectExtraData const *spellEffectExtraData=nullptr, Scripting::v2::ActionResultSetter< MovementStopReason > &&scriptResult={})MotionMaster
MoveKnockbackFrom(Position const &origin, float speedXY, float speedZ, float angle=M_PI, Movement::SpellEffectExtraData const *spellEffectExtraData=nullptr)MotionMaster
MoveLand(uint32 id, Position const &pos, Optional< int32 > tierTransitionId={}, Optional< float > velocity={}, MovementWalkRunSpeedSelectionMode speedSelectionMode=MovementWalkRunSpeedSelectionMode::Default, Scripting::v2::ActionResultSetter< MovementStopReason > &&scriptResult={})MotionMaster
MovementGeneratorPointer typedefMotionMasterprivate
MovePath(uint32 pathId, bool repeatable, Optional< Milliseconds > duration={}, Optional< float > speed={}, MovementWalkRunSpeedSelectionMode speedSelectionMode=MovementWalkRunSpeedSelectionMode::Default, Optional< std::pair< Milliseconds, Milliseconds > > waitTimeRangeAtPathEnd={}, Optional< float > wanderDistanceAtPathEnds={}, Optional< bool > followPathBackwardsFromEndToStart={}, Optional< bool > exactSplinePath={}, bool generatePath=true, Optional< MovementFadeObject > fadeObject={}, Scripting::v2::ActionResultSetter< MovementStopReason > &&scriptResult={})MotionMaster
MovePath(WaypointPath const &path, bool repeatable, Optional< Milliseconds > duration={}, Optional< float > speed={}, MovementWalkRunSpeedSelectionMode speedSelectionMode=MovementWalkRunSpeedSelectionMode::Default, Optional< std::pair< Milliseconds, Milliseconds > > waitTimeRangeAtPathEnd={}, Optional< float > wanderDistanceAtPathEnds={}, Optional< bool > followPathBackwardsFromEndToStart={}, Optional< bool > exactSplinePath={}, bool generatePath=true, Optional< MovementFadeObject > fadeObject={}, Scripting::v2::ActionResultSetter< MovementStopReason > &&scriptResult={})MotionMaster
MovePoint(uint32 id, Position const &pos, bool generatePath=true, Optional< float > finalOrient={}, Optional< float > speed={}, MovementWalkRunSpeedSelectionMode speedSelectionMode=MovementWalkRunSpeedSelectionMode::Default, Optional< float > closeEnoughDistance={}, Optional< MovementFadeObject > fadeObject={}, Scripting::v2::ActionResultSetter< MovementStopReason > &&scriptResult={})MotionMaster
MovePoint(uint32 id, float x, float y, float z, bool generatePath=true, Optional< float > finalOrient={}, Optional< float > speed={}, MovementWalkRunSpeedSelectionMode speedSelectionMode=MovementWalkRunSpeedSelectionMode::Default, Optional< float > closeEnoughDistance={}, Optional< MovementFadeObject > fadeObject={}, Scripting::v2::ActionResultSetter< MovementStopReason > &&scriptResult={})MotionMaster
MoveRandom(float wanderDistance=0.0f, Optional< Milliseconds > duration={}, Optional< float > speed={}, MovementWalkRunSpeedSelectionMode speedSelectionMode=MovementWalkRunSpeedSelectionMode::ForceWalk, MovementSlot slot=MOTION_SLOT_DEFAULT, Scripting::v2::ActionResultSetter< MovementStopReason > &&scriptResult={})MotionMaster
MoveRotate(uint32 id, RotateDirection direction, Optional< Milliseconds > time={}, Optional< float > turnSpeed={}, Optional< float > totalTurnAngle={}, Scripting::v2::ActionResultSetter< MovementStopReason > &&scriptResult={})MotionMaster
MoveSeekAssistance(float x, float y, float z)MotionMaster
MoveSeekAssistanceDistract(uint32 timer)MotionMaster
MoveTakeoff(uint32 id, Position const &pos, Optional< int32 > tierTransitionId={}, Optional< float > velocity={}, MovementWalkRunSpeedSelectionMode speedSelectionMode=MovementWalkRunSpeedSelectionMode::Default, Scripting::v2::ActionResultSetter< MovementStopReason > &&scriptResult={})MotionMaster
MoveTargetedHome()MotionMaster
MoveTaxiFlight(uint32 path, uint32 pathnode, Optional< float > speed={}, Scripting::v2::ActionResultSetter< MovementStopReason > &&scriptResult={})MotionMaster
MoveTierTransition(uint32 id, Position const &pos, AnimTier newAnimTier, Optional< int32 > tierTransitionId={}, Optional< float > velocity={}, MovementWalkRunSpeedSelectionMode speedSelectionMode=MovementWalkRunSpeedSelectionMode::Default, Scripting::v2::ActionResultSetter< MovementStopReason > &&scriptResult={})MotionMaster
Pop(bool active, bool movementInform)MotionMasterprivate
PropagateSpeedChange()MotionMaster
Remove(MovementGenerator *movement, MovementSlot slot=MOTION_SLOT_ACTIVE)MotionMaster
Remove(MovementGeneratorType type, MovementSlot slot=MOTION_SLOT_ACTIVE)MotionMaster
Remove(MotionMasterContainer::iterator iterator, bool active, bool movementInform)MotionMasterprivate
RemoveFlag(uint8 const flag)MotionMasterinlineprivate
ResolveDelayedActions()MotionMasterprivate
ResumeSplineChain(SplineChainResumeInfo const &info)MotionMaster
Size() constMotionMaster
StopOnDeath()MotionMaster
Update(uint32 diff)MotionMaster
~MotionMaster()MotionMaster