@ TEMPSUMMON_MANUAL_DESPAWN
@ UNIT_NPC_FLAG_SPELLCLICK
void DespawnOrUnsummon(Milliseconds timeToDespawn=0s, Seconds forceRespawnTime=0s)
bool HasStringId(std::string_view id) const
void SetImmuneToAll(bool apply) override
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={})
void KilledMonsterCredit(uint32 entry, ObjectGuid guid=ObjectGuid::Empty)
TaskScheduler & Schedule(duration_t time, task_handler_t task)
TaskScheduler & Update()
Update the scheduler to the current time.
MotionMaster * GetMotionMaster()
void RemoveNpcFlag(NPCFlags flags)
void SetUninteractible(bool apply)
Creature * FindNearestCreatureWithOptions(float range, FindCreatureOptions const &options) const
bool IsPrivateObject() const
@ SPELL_DRUSTVAR_WOODSMAN_RALLYING
@ PATH_FRIGHTEND_WOODSMAN_RALLIED
@ SAY_FRIGHTENDED_WOODSMAN_RALLIED
CreatureAI * FrightendWoodsmanAISelector(Creature *creature)
void AddSC_drustvar_chapter_3_an_airtight_alibi()
npc_drustvar_frightend_woodsman_private(Creature *creature)
void UpdateAI(uint32 diff) override
void JustAppeared() override
void WaypointPathEnded(uint32, uint32) override
npc_drustvar_frightend_woodsman(Creature *creature)
void SpellHit(WorldObject *caster, SpellInfo const *spellInfo) override