83 door->UseDoorOrButton();
84 door->DespawnOrUnsummon(5s);
std::vector< ObjectGuid > GuidVector
uint32 urand(uint32 min, uint32 max)
#define RegisterBattlegroundMapScript(script_name, mapId)
#define RegisterSpellScript(spell_script)
@ SPELL_EFFECT_SCRIPT_EFFECT
@ 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 SpellEffectFn(F, I, N)
void AddSC_arena_mugambala()
WorldObject * GetOwner() const
HookList< AuraProcHandler > OnProc
ObjectGuid const & GetGUID() const
BattlegroundMap * battlegroundMap
GameObject * GetGameObject(ObjectGuid const &guid)
Creature * GetCreature(ObjectGuid const &guid)
Unit * GetProcTarget() const
Unit * GetHitUnit() const
HookList< EffectHandler > OnEffectHitTarget
bool HasAura(uint32 spellId, ObjectGuid casterGUID=ObjectGuid::Empty, ObjectGuid itemCasterGUID=ObjectGuid::Empty, uint32 reqEffMask=0) const
constexpr uint32 GetMapId() const
ZoneScript * FindZoneScript() const
SpellCastResult CastSpell(CastSpellTargetArg const &targets, uint32 spellId, CastSpellExtraArgs const &args={ })
void HandleHit(SpellEffIndex) const
void HandleProc(ProcEventInfo const &eventInfo) const
static constexpr uint32 ReactionTrigger
static constexpr uint32 ReactionDead
static constexpr uint32 JestryTheUntamed
static constexpr uint32 Door02
static constexpr uint32 Door01
static constexpr uint32 Mugambala
static constexpr uint32 ZandalarArenaVOCooldownAura
static constexpr uint32 ZandalarArenaReactionTrigger
static constexpr uint32 ArenaLowHealthCooldownAura
static constexpr uint8 ReactionGenderF
static constexpr uint8 ReactionNonGendered
static constexpr uint8 ReactionGenderM
static constexpr uint8 Start
static constexpr uint8 Prepare
static constexpr uint8 ReactionKill
void OnGameObjectCreate(GameObject *gameobject) override
void HandleReactionLowHealth(Player const *victim) const
void DoAction(uint32 actionId, WorldObject *source, WorldObject *target) override
arena_mugambala(BattlegroundMap *map)
void HandleKill(Player const *victim) const
void OnPlayerJoined(Player *player, bool) override
void OnPrepareStage2() override
void OnCreatureCreate(Creature *creature) override