TrinityCore
KelThuzadCharmedPlayerAI Member List

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

_castCheckTimerSimpleCharmedPlayerAIprivate
_chaseCloserSimpleCharmedPlayerAIprivate
_forceFacingSimpleCharmedPlayerAIprivate
_isFollowingSimpleCharmedPlayerAIprivate
_isSelfHealerPlayerAIprivate
_isSelfRangedAttackerPlayerAIprivate
_selfSpecPlayerAIprivate
AISpellInfoUnitAIstatic
AttackStart(Unit *victim)UnitAIvirtual
AttackStartCaster(Unit *victim, float dist)UnitAI
CanAIAttack(Unit const *who) const overrideSimpleCharmedPlayerAIprotectedvirtual
CancelAllShapeshifts()PlayerAIprotected
DamageDealt(Unit *, uint32 &, DamageEffectType)UnitAIinlinevirtual
DamageTaken(Unit *, uint32 &, DamageEffectType, SpellInfo const *)UnitAIinlinevirtual
DoAction(int32)UnitAIinlinevirtual
DoAutoAttackIfReady()PlayerAIprotected
DoCast(uint32 spellId)UnitAI
DoCast(Unit *victim, uint32 spellId, CastSpellExtraArgs const &args={})UnitAI
DoCastAOE(uint32 spellId, CastSpellExtraArgs const &args={})UnitAIinline
DoCastAtTarget(TargetedSpell spell)PlayerAIprotected
DoCastSelf(uint32 spellId, CastSpellExtraArgs const &args={})UnitAIinline
DoCastVictim(uint32 spellId, CastSpellExtraArgs const &args={})UnitAI
DoRangedAttackIfReady()PlayerAIprotected
DoSpellAttackIfReady(uint32 spellId)UnitAI
FillAISpellInfo()UnitAIstatic
FinalizeTargetListSelection(std::list< Unit * > &targetList, uint32 num, SelectTargetMethod targetType)UnitAIprivate
FinalizeTargetSelection(std::list< Unit * > &targetList, SelectTargetMethod targetType)UnitAIprivate
GetCharmer() constPlayerAI
GetData(uint32) constUnitAIinlinevirtual
GetDebugInfo() constUnitAIvirtual
GetGUID(int32=0) constUnitAIinlinevirtual
GetSpec(Player const *who=nullptr) constPlayerAI
HealDone(Unit *, uint32 &)UnitAIinlinevirtual
HealReceived(Unit *, uint32 &)UnitAIinlinevirtual
InitializeAI()UnitAIvirtual
IsHealer(Player const *who=nullptr) constPlayerAIinline
IsPlayerHealer(Player const *who)PlayerAIstatic
IsPlayerRangedAttacker(Player const *who)PlayerAIstatic
IsRangedAttacker(Player const *who=nullptr) constPlayerAIinline
JustEnteredCombat(Unit *)UnitAIinlinevirtual
JustExitedCombat()UnitAIinlinevirtual
KelThuzadCharmedPlayerAI(Player *player)KelThuzadCharmedPlayerAIinline
mePlayerAIprotected
OnCharmed(bool isNew) overrideSimpleCharmedPlayerAIvirtual
OnDespawn()UnitAIinlinevirtual
OnGameEvent(bool, uint16)UnitAIinlinevirtual
operator=(UnitAI const &right)=deleteUnitAIprivate
PlayerAI(Player *player)PlayerAIexplicit
PossibleSpell typedefPlayerAIprotected
PossibleSpellVector typedefPlayerAIprotected
PrepareTargetListSelection(std::list< Unit * > &targetList, SelectTargetMethod targetType, uint32 offset)UnitAIprivate
Reset()UnitAIinlinevirtual
SelectAppropriateCastForSpec()SimpleCharmedPlayerAIprivate
SelectAttackTarget() const overrideKelThuzadCharmedPlayerAIinlinevirtual
SelectSpellCast(PossibleSpellVector &spells)PlayerAIprotected
SelectTarget(SelectTargetMethod targetType, uint32 offset=0, float dist=0.0f, bool playerOnly=false, bool withTank=true, int32 aura=0)UnitAI
SelectTarget(SelectTargetMethod targetType, uint32 offset, PREDICATE const &predicate)UnitAIinline
SelectTargetList(std::list< Unit * > &targetList, uint32 num, SelectTargetMethod targetType, uint32 offset=0, float dist=0.0f, bool playerOnly=false, bool withTank=true, int32 aura=0)UnitAI
SelectTargetList(std::list< Unit * > &targetList, uint32 num, SelectTargetMethod targetType, uint32 offset, PREDICATE const &predicate)UnitAIinline
SetData(uint32, uint32)UnitAIinlinevirtual
SetGUID(ObjectGuid const &, int32=0)UnitAIinlinevirtual
SetIsRangedAttacker(bool state)PlayerAIinlineprotected
SimpleCharmedPlayerAI(Player *player)SimpleCharmedPlayerAIinline
SpellInterrupted(uint32, uint32)UnitAIinlinevirtual
SpellTarget enum namePlayerAIprotected
TARGET_CHARMER enum valuePlayerAIprotected
TARGET_NONE enum valuePlayerAIprotected
TARGET_SELF enum valuePlayerAIprotected
TARGET_VICTIM enum valuePlayerAIprotected
UnitAI(Unit *unit)UnitAIinlineexplicit
UnitAI(UnitAI const &right)=deleteUnitAIprivate
UpdateAI(uint32 diff) overrideSimpleCharmedPlayerAIvirtual
VerifyAndPushSpellCast(PossibleSpellVector &spells, uint32 spellId, T target, uint32 weight)PlayerAIinlineprotected
VerifySpellCast(uint32 spellId, Unit *target)PlayerAIprotected
VerifySpellCast(uint32 spellId, SpellTarget target)PlayerAIprotected
~UnitAI()UnitAIinlinevirtual