201 if (
urand(0, 1) == 0)
273 for (
auto const& [_, seat] : veh->
Seats)
@ ENCOUNTER_FRAME_DISENGAGE
uint32 urand(uint32 min, uint32 max)
#define RegisterSpellScript(spell_script)
@ SPELL_EFFECT_SCRIPT_EFFECT
@ AURA_EFFECT_HANDLE_REAL
@ SPELL_AURA_SPIRIT_OF_REDEMPTION
@ SPELL_AURA_SCHOOL_ABSORB
#define SpellEffectFn(F, I, N)
#define AuraEffectRemoveFn(F, I, N, M)
@ PATH_HARLAN_BLADES_OF_LIGHT_LEFT
@ PATH_HARLAN_BLADES_OF_LIGHT_RIGHT
@ SPELL_HARLAN_CALL_REINFORCEMENT
@ SPELL_HARLAN_BLADES_OF_LIGHT_VEHICLE
@ SPELL_HARLAN_BLADES_OF_LIGHT_CAST
@ SPELL_HARLAN_HEROIC_LEAP_JUMP
@ SPELL_HARLAN_LEAVE_VEHICLE
@ SPELL_HARLAN_BERSERKERS_RAGE
@ SPELL_SCARLET_DEFENDER_UNARMORED
@ SPELL_HARLAN_BLADES_OF_LIGHT_DAMAGE
@ SPELL_HARLAN_DRAGONS_REACH
@ EVENT_HARLAN_BERSERKER_RAGE
@ EVENT_HARLAN_CALL_FOR_HELP
@ EVENT_HARLAN_FINISH_BLADES_OF_LIGHT
@ EVENT_HARLAN_HEROIC_LEAP
@ EVENT_HARLAN_CALL_REINFORCEMENT
@ EVENT_HARLAN_DRAGONS_REACH
@ EVENT_HARLAN_BLADES_OF_LIGHT
@ ANNOUNCE_HARLAN_BLADE_FOR_LIGHT
@ ANNOUNCE_HARLAN_CALL_FOR_HELP
@ SAY_HARLAN_CALL_FOR_HELP
void AddSC_boss_armsmaster_harlan()
HookList< EffectApplyHandler > AfterEffectRemove
InstanceScript *const instance
void JustEngagedWith(Unit *who) override
void _DespawnAtEvade(Seconds delayToRespawn=30s, Creature *who=nullptr)
bool _EnterEvadeMode(EvadeReason why=EvadeReason::Other)
void SetReactState(ReactStates st)
void ScheduleEvent(uint32 eventId, Milliseconds time, uint32 group=0, uint8 phase=0)
void CancelEvent(uint32 eventId)
void SendEncounterUnit(EncounterFrameType type, Unit const *unit, Optional< int32 > param1={}, Optional< int32 > param2={})
void 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={})
static bool ValidateSpellInfo(std::initializer_list< uint32 > spellIds)
HookList< CastHandler > AfterCast
Unit * GetHitUnit() const
HookList< EffectHandler > OnEffectHitTarget
TaskScheduler & Update()
Update the scheduler to the current time.
SpellCastResult DoCastSelf(uint32 spellId, CastSpellExtraArgs const &args={})
SpellCastResult DoCastVictim(uint32 spellId, CastSpellExtraArgs const &args={})
SpellCastResult DoCast(uint32 spellId)
MotionMaster * GetMotionMaster()
bool SetHover(bool enable, bool updateAnimTier=true)
bool HasAuraType(AuraType auraType) const
bool HealthBelowPctDamaged(float pct, uint32 damage) const
bool HasUnitState(const uint32 f) const
Vehicle * GetVehicleKit() const
void RemoveAurasDueToSpell(uint32 spellId, ObjectGuid casterGUID=ObjectGuid::Empty, uint32 reqEffMask=0, AuraRemoveMode removeMode=AURA_REMOVE_BY_DEFAULT)
virtual void ExitVehicle(Position const *exitPosition=nullptr)
SeatMap Seats
The collection of all seats on the vehicle. Including vacant ones.
SpellCastResult CastSpell(CastSpellTargetArg const &targets, uint32 spellId, CastSpellExtraArgs const &args={ })
void HandleHitTarget(SpellEffIndex)
bool Validate(SpellInfo const *) override
void HandleHit(SpellEffIndex)
void HandleScriptEffect(SpellEffIndex)
void OnRemove(AuraEffect const *, AuraEffectHandleModes)
TC_GAME_API Unit * GetUnit(WorldObject const &, ObjectGuid const &guid)
#define RegisterScarletHallsCreatureAI(ai_name)
void JustEngagedWith(Unit *who) override
void WaypointPathEnded(uint32, uint32) override
void UpdateAI(uint32 diff) override
void JustDied(Unit *) override
boss_armsmaster_harlan(Creature *creature)
void EnterEvadeMode(EvadeReason) override
void DamageTaken(Unit *, uint32 &damage, DamageEffectType, SpellInfo const *) override
void MovementInform(uint32, uint32 id) override