std::chrono::seconds Seconds
Seconds shorthand typedef.
@ ACTION_DESPAWN_VOID_SENTRY_BALL
@ SPELL_ZURAMAT_ADD_DUMMY
@ SPELL_SUMMON_VOID_SENTRY
@ SPELL_SUMMON_VOID_SENTRY_BALL
@ SPELL_SHROUD_OF_DARKNESS
void AddSC_boss_zuramat()
InstanceScript *const instance
void JustEngagedWith(Unit *who) override
void JustReachedHome() override
void SummonedCreatureDespawn(Creature *summon) override
void Talk(uint8 id, WorldObject const *whisperTarget=nullptr)
void SetReactState(ReactStates st)
static Creature * ToCreature(Object *o)
void Despawn(Creature const *summon)
void Summon(Creature const *summon)
TaskContext & Repeat(std::chrono::duration< Rep, Period > duration)
TaskScheduler & Schedule(std::chrono::duration< Rep, Period > time, task_handler_t task)
TaskScheduler & Update(success_t const &callback=nullptr)
virtual void DoAction(int32)
Unit * SelectTarget(SelectTargetMethod targetType, uint32 offset=0, float dist=0.0f, bool playerOnly=false, bool withTank=true, int32 aura=0)
SpellCastResult DoCast(uint32 spellId)
SpellCastResult CastSpell(CastSpellTargetArg const &targets, uint32 spellId, CastSpellExtraArgs const &args={ })
virtual void SetData(uint32, uint32)
bool OnCheck(Player *, Unit *target) override
void ScheduleTasks() override
void JustEngagedWith(Unit *who) override
void JustDied(Unit *) override
void SummonedCreatureDespawn(Creature *summon) override
void JustReachedHome() override
void SummonedCreatureDies(Creature *summon, Unit *) override
uint32 GetData(uint32 type) const override
void UpdateAI(uint32 diff) override
boss_zuramat(Creature *creature)
void KilledUnit(Unit *victim) override
void SummonedCreatureDespawn(Creature *summon) override
void JustSummoned(Creature *summon) override
void DoAction(int32 actionId) override
void JustDied(Unit *) override
void IsSummonedBy(WorldObject *) override
npc_void_sentry(Creature *creature)
#define RegisterVioletHoldCreatureAI(ai_name)