TrinityCore
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This is the complete list of members for boss_flame_leviathan_safety_container::boss_flame_leviathan_safety_containerAI, including all inherited members.
_boundary | CreatureAI | protected |
_EnterEvadeMode(EvadeReason why=EvadeReason::Other) | CreatureAI | protected |
_isEngaged | CreatureAI | private |
_moveInLOSLocked | CreatureAI | private |
_negateBoundary | CreatureAI | protected |
_scriptId | CreatureAI | private |
AISpellInfo | UnitAI | static |
AttackStart(Unit *) override | PassiveAI | inlinevirtual |
AttackStartCaster(Unit *victim, float dist) | UnitAI | |
boss_flame_leviathan_safety_containerAI(Creature *creature) | boss_flame_leviathan_safety_container::boss_flame_leviathan_safety_containerAI | inline |
CanAIAttack(Unit const *) const | UnitAI | inlinevirtual |
CanSeeAlways(WorldObject const *) | CreatureAI | inlinevirtual |
CheckInRoom() | CreatureAI | virtual |
CorpseRemoved(uint32 &) | CreatureAI | inlinevirtual |
CreatureAI(Creature *creature, uint32 scriptId={}) | CreatureAI | explicit |
DamageDealt(Unit *, uint32 &, DamageEffectType) | UnitAI | inlinevirtual |
DamageTaken(Unit *, uint32 &, DamageEffectType, SpellInfo const *) | UnitAI | inlinevirtual |
DoAction(int32) | UnitAI | inlinevirtual |
DoCast(uint32 spellId) | UnitAI | |
DoCast(Unit *victim, uint32 spellId, CastSpellExtraArgs const &args={}) | UnitAI | |
DoCastAOE(uint32 spellId, CastSpellExtraArgs const &args={}) | UnitAI | inline |
DoCastSelf(uint32 spellId, CastSpellExtraArgs const &args={}) | UnitAI | inline |
DoCastVictim(uint32 spellId, CastSpellExtraArgs const &args={}) | UnitAI | |
DoSpellAttackIfReady(uint32 spellId) | UnitAI | |
DoSummon(uint32 entry, Position const &pos, Milliseconds despawnTime=30s, TempSummonType summonType=TEMPSUMMON_CORPSE_TIMED_DESPAWN) | CreatureAI | protected |
DoSummon(uint32 entry, WorldObject *obj, float radius=5.0f, Milliseconds despawnTime=30s, TempSummonType summonType=TEMPSUMMON_CORPSE_TIMED_DESPAWN) | CreatureAI | protected |
DoSummonFlyer(uint32 entry, WorldObject *obj, float flightZ, float radius=5.0f, Milliseconds despawnTime=30s, TempSummonType summonType=TEMPSUMMON_CORPSE_TIMED_DESPAWN) | CreatureAI | protected |
DoZoneInCombat() | CreatureAI | inline |
DoZoneInCombat(Creature *creature) | CreatureAI | static |
EngagementOver() | CreatureAI | protected |
EngagementStart(Unit *who) | CreatureAI | protected |
EnterEvadeMode(EvadeReason why=EvadeReason::Other) | CreatureAI | virtual |
FillAISpellInfo() | UnitAI | static |
FinalizeTargetListSelection(std::list< Unit * > &targetList, uint32 num, SelectTargetMethod targetType) | UnitAI | private |
FinalizeTargetSelection(std::list< Unit * > &targetList, SelectTargetMethod targetType) | UnitAI | private |
GetAIForCharmedPlayer(Player *) | CreatureAI | inlinevirtual |
GetBoundary() const | CreatureAI | inline |
GetData(uint32) const | UnitAI | inlinevirtual |
GetDebugInfo() const | UnitAI | virtual |
GetDialogStatus(Player const *player) | CreatureAI | virtual |
GetGUID(int32=0) const | UnitAI | inlinevirtual |
GetId() const | CreatureAI | inline |
HealDone(Unit *, uint32 &) | UnitAI | inlinevirtual |
HealReceived(Unit *, uint32 &) | UnitAI | inlinevirtual |
InitializeAI() | UnitAI | virtual |
IsEngaged() const | CreatureAI | inline |
IsEscorted() const | CreatureAI | inlinevirtual |
IsInBoundary(Position const *who=nullptr) const | CreatureAI | |
IsInBounds(CreatureBoundary const &boundary, Position const *who) | CreatureAI | static |
IsSummonedBy(WorldObject *) | CreatureAI | inlinevirtual |
JustAppeared() | CreatureAI | virtual |
JustDied(Unit *) override | boss_flame_leviathan_safety_container::boss_flame_leviathan_safety_containerAI | inlinevirtual |
JustEngagedWith(Unit *) | CreatureAI | inlinevirtual |
JustEnteredCombat(Unit *) override | CreatureAI | virtual |
JustExitedCombat() | UnitAI | inlinevirtual |
JustReachedHome() | CreatureAI | inlinevirtual |
JustRegisteredAreaTrigger(AreaTrigger *) | CreatureAI | inlinevirtual |
JustRegisteredDynObject(DynamicObject *) | CreatureAI | inlinevirtual |
JustStartedThreateningMe(Unit *who) | CreatureAI | inlinevirtual |
JustSummoned(Creature *) | CreatureAI | inlinevirtual |
JustSummonedGameobject(GameObject *) | CreatureAI | inlinevirtual |
JustUnregisteredAreaTrigger(AreaTrigger *) | CreatureAI | inlinevirtual |
JustUnregisteredDynObject(DynamicObject *) | CreatureAI | inlinevirtual |
KilledUnit(Unit *) | CreatureAI | inlinevirtual |
me | CreatureAI | protected |
MoveInLineOfSight(Unit *) override | PassiveAI | inlinevirtual |
MoveInLineOfSight_Safe(Unit *who) | CreatureAI | |
MovementInform(uint32, uint32) | CreatureAI | inlinevirtual |
OnChannelFinished(SpellInfo const *) | CreatureAI | inlinevirtual |
OnCharmed(bool isNew) override | CreatureAI | virtual |
OnDespawn() | UnitAI | inlinevirtual |
OnGameEvent(bool, uint16) | UnitAI | inlinevirtual |
OnGossipHello(Player *) | CreatureAI | inlinevirtual |
OnGossipSelect(Player *, uint32, uint32) | CreatureAI | inlinevirtual |
OnGossipSelectCode(Player *, uint32, uint32, char const *) | CreatureAI | inlinevirtual |
OnHealthDepleted(Unit *, bool) | CreatureAI | inlinevirtual |
OnOwnerCombatInteraction(Unit *target) | CreatureAI | private |
OnQuestAccept(Player *, Quest const *) | CreatureAI | inlinevirtual |
OnQuestReward(Player *, Quest const *, LootItemType, uint32) | CreatureAI | inlinevirtual |
OnSpellCast(SpellInfo const *) | CreatureAI | inlinevirtual |
OnSpellClick(Unit *, bool) | CreatureAI | inlinevirtual |
OnSpellFailed(SpellInfo const *) | CreatureAI | inlinevirtual |
OnSpellStart(SpellInfo const *) | CreatureAI | inlinevirtual |
operator=(UnitAI const &right)=delete | UnitAI | private |
OwnerAttacked(Unit *target) | CreatureAI | inlinevirtual |
OwnerAttackedBy(Unit *attacker) | CreatureAI | inlinevirtual |
PassengerBoarded(Unit *, int8, bool) | CreatureAI | inlinevirtual |
PassiveAI(Creature *creature, uint32 scriptId={}) | PassiveAI | explicit |
Permissible(Creature const *) | PassiveAI | inlinestatic |
PrepareTargetListSelection(std::list< Unit * > &targetList, SelectTargetMethod targetType, uint32 offset) | UnitAI | private |
ReceiveEmote(Player *, uint32) | CreatureAI | inlinevirtual |
Reset() | UnitAI | inlinevirtual |
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) | UnitAI | inline |
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) | UnitAI | inline |
SetBoundary(CreatureBoundary const *boundary, bool negativeBoundaries=false) | CreatureAI | |
SetData(uint32, uint32) | UnitAI | inlinevirtual |
SetGUID(ObjectGuid const &, int32=0) | UnitAI | inlinevirtual |
SpellHit(WorldObject *, SpellInfo const *) | CreatureAI | inlinevirtual |
SpellHitTarget(WorldObject *, SpellInfo const *) | CreatureAI | inlinevirtual |
SpellInterrupted(uint32, uint32) | UnitAI | inlinevirtual |
SummonedCreatureDespawn(Creature *) | CreatureAI | inlinevirtual |
SummonedCreatureDies(Creature *, Unit *) | CreatureAI | inlinevirtual |
SummonedGameobjectDespawn(GameObject *) | CreatureAI | inlinevirtual |
Talk(uint8 id, WorldObject const *whisperTarget=nullptr) | CreatureAI | |
TriggerAlert(Unit const *who) const | CreatureAI | |
UnitAI(Unit *unit) | UnitAI | inlineexplicit |
UnitAI(UnitAI const &right)=delete | UnitAI | private |
UpdateAI(uint32) override | boss_flame_leviathan_safety_container::boss_flame_leviathan_safety_containerAI | inlinevirtual |
UpdateVictim() | CreatureAI | protected |
VisualizeBoundary(Seconds duration, Unit *owner=nullptr, bool fill=false) const | CreatureAI | |
WaypointPathEnded(uint32, uint32) | CreatureAI | inlinevirtual |
WaypointReached(uint32, uint32) | CreatureAI | inlinevirtual |
WaypointStarted(uint32, uint32) | CreatureAI | inlinevirtual |
~CreatureAI() | CreatureAI | virtual |
~UnitAI() | UnitAI | inlinevirtual |