162 elemental->AI()->EnterEvadeMode();
#define RegisterCreatureAI(ai_name)
@ SPELL_SUMMON_WATER_ELEMENTAL
void AddSC_boss_balinda()
@ EVENT_SUMMON_WATER_ELEMENTAL
virtual void EnterEvadeMode(EvadeReason why=EvadeReason::Other)
void Talk(uint8 id, WorldObject const *whisperTarget=nullptr)
void AttackStart(Unit *victim) override
== Triggered Actions Requested ==================
void GetHomePosition(float &x, float &y, float &z, float &ori) const
void ScheduleEvent(uint32 eventId, Milliseconds time, uint32 group=0, uint8 phase=0)
static ObjectGuid GetGUID(Object const *o)
void Despawn(Creature const *summon)
void Summon(Creature const *summon)
SpellCastResult DoCastVictim(uint32 spellId, CastSpellExtraArgs const &args={})
Unit * SelectTarget(SelectTargetMethod targetType, uint32 offset=0, float dist=0.0f, bool playerOnly=false, bool withTank=true, int32 aura=0)
SpellCastResult DoCast(uint32 spellId)
void SetFaction(uint32 faction) override
uint32 GetFaction() const override
bool HasUnitState(const uint32 f) const
bool HealthBelowPctDamaged(int32 pct, uint32 damage) const
float GetDistance2d(WorldObject const *obj) const
TC_GAME_API Creature * GetCreature(WorldObject const &u, ObjectGuid const &guid)
boss_balinda(Creature *creature)
void JustSummoned(Creature *summoned) override
void DamageTaken(Unit *, uint32 &damage, DamageEffectType, SpellInfo const *) override
void JustEngagedWith(Unit *) override
ObjectGuid WaterElementalGUID
void DoAction(int32 actionId) override
void SummonedCreatureDespawn(Creature *summoned) override
void JustDied(Unit *) override
void UpdateAI(uint32 diff) override