90 std::list<Creature*> quakes;
99 quake->DespawnOrUnsummon();
104 std::list<Creature*> callTheSeas;
109 if (callTheSeas.empty())
112 for (
Creature* callTheSea : callTheSeas)
@ ENCOUNTER_FRAME_DISENGAGE
#define RegisterAreaTriggerAI(ai_name)
#define RegisterSpellScript(spell_script)
@ AURA_EFFECT_HANDLE_REAL
@ SPELL_AURA_SCHOOL_ABSORB
@ TRIGGERED_IGNORE_CAST_IN_PROGRESS
Will not check if a current cast is in progress.
@ TRIGGERED_DONT_REPORT_CAST_ERROR
Will return SPELL_FAILED_DONT_REPORT in CheckCast functions.
#define AuraEffectRemoveFn(F, I, N, M)
@ SAY_CALL_THE_SEAS_WARNING
void AddSC_boss_king_deepbeard()
@ SPELL_CALL_THE_SEAS_DAMAGE
@ SPELL_GROUND_SLAM_MISSILE
@ SPELL_GASEOUS_EXPLOSION
AreaTriggerAI(AreaTrigger *a, uint32 scriptId={}) noexcept
AuraApplication const * GetTargetApplication() const
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 Repeat(Milliseconds time)
void ScheduleEvent(uint32 eventId, Milliseconds time, uint32 group=0, uint8 phase=0)
void RescheduleEvent(uint32 eventId, Milliseconds time, uint32 group=0, uint8 phase=0)
virtual bool SetBossState(uint32 id, EncounterState state)
void SendEncounterUnit(EncounterFrameType type, Unit const *unit, Optional< int32 > param1={}, Optional< int32 > param2={})
static bool ValidateSpellInfo(std::initializer_list< uint32 > spellIds)
Unit * GetExplTargetUnit() const
TaskScheduler & Update()
Update the scheduler to the current time.
SpellCastResult DoCastSelf(uint32 spellId, CastSpellExtraArgs const &args={})
SpellCastResult DoCastVictim(uint32 spellId, CastSpellExtraArgs const &args={})
SpellCastResult DoCastAOE(uint32 spellId, CastSpellExtraArgs const &args={})
SpellCastResult DoCast(uint32 spellId)
void SetPower(Powers power, int32 val, bool withPowerUpdate=true)
Powers GetPowerType() const
bool HealthBelowPctDamaged(float pct, uint32 damage) const
int32 GetPower(Powers power) const
bool HasUnitState(const uint32 f) const
bool HasAura(uint32 spellId, ObjectGuid casterGUID=ObjectGuid::Empty, ObjectGuid itemCasterGUID=ObjectGuid::Empty, uint32 reqEffMask=0) const
void RemoveAurasDueToSpell(uint32 spellId, ObjectGuid casterGUID=ObjectGuid::Empty, uint32 reqEffMask=0, AuraRemoveMode removeMode=AURA_REMOVE_BY_DEFAULT)
SpellCastResult CastSpell(CastSpellTargetArg const &targets, uint32 spellId, CastSpellExtraArgs const &args={ })
void OnRemove(AuraEffect const *, AuraEffectHandleModes)
bool Validate(SpellInfo const *) override
bool Validate(SpellInfo const *) override
void OnPrecast() override
#define RegisterEyeOfAzsharaCreatureAI(ai_name)
static void VisitAllObjects(WorldObject const *obj, T &visitor, float radius, bool dont_load=true)
void OnUnitExit(Unit *unit, AreaTriggerExitReason) override
void OnUnitEnter(Unit *unit) override
void EnterEvadeMode(EvadeReason) override
void DamageTaken(Unit *, uint32 &damage, DamageEffectType, SpellInfo const *) override
void JustDied(Unit *) override
void JustAppeared() override
void UpdateAI(uint32 diff) override
void JustEngagedWith(Unit *who) override
void KilledUnit(Unit *victim) override
boss_king_deepbeard(Creature *creature)