18#ifndef TRINITY_SCRIPTEDFOLLOWERAI_H
19#define TRINITY_SCRIPTEDFOLLOWERAI_H
49 virtual void UpdateFollowerAI(
uint32);
53 void SetFollowPaused(
bool paused);
54 void SetFollowComplete(
bool withEndEvent =
false);
60 Player* GetLeaderForFollower();
65 bool ShouldAssistPlayerInCombatAgainst(
Unit* who)
const;
@ STATE_FOLLOW_INPROGRESS
virtual void MoveInLineOfSight(Unit *)
virtual void JustReachedHome()
virtual void JustDied(Unit *)
virtual void OwnerAttackedBy(Unit *attacker)
bool IsEscorted() const override
void AddFollowState(uint32 followState)
void RemoveFollowState(uint32 followState)
uint32 _updateFollowTimer
bool HasFollowState(uint32 uiFollowState) const
virtual void UpdateAI(uint32 diff) override