197 victor->AI()->SetData(1, 2);
231 gyth->AI()->SetData(1, 1);
269 victor->SetFacingToObject(
me);
276 victor->SetFacingToObject(player);
280 victor->SetFacingTo(1.518436f);
373 portcullis->UseDoorOrButton();
379 portcullis->UseDoorOrButton();
385 portcullis->UseDoorOrButton();
391 portcullis->UseDoorOrButton();
397 portcullis->UseDoorOrButton();
403 portcullis->UseDoorOrButton();
@ AREATRIGGER_BLACKROCK_STADIUM
#define RegisterBlackrockSpireCreatureAI(ai_name)
@ NPC_LORD_VICTOR_NEFARIUS
@ DATA_WARCHIEF_REND_BLACKHAND
void AddSC_boss_rend_blackhand()
@ EMOTE_BLACKHAND_DISMOUNT
@ NPC_BLACKHAND_DRAGON_HANDLER
@ NPC_CHROMATIC_DRAGONSPAWN
@ EVENT_WAVES_COMPLETE_TEXT_2
@ EVENT_WAVES_COMPLETE_TEXT_3
@ EVENT_WAVES_COMPLETE_TEXT_1
void JustEngagedWith(Unit *who) override
void Talk(uint8 id, WorldObject const *whisperTarget=nullptr)
void SetImmuneToPC(bool apply) override
void DespawnOrUnsummon(Milliseconds timeToDespawn=0s, Seconds forceRespawnTime=0s)
void ScheduleEvent(uint32 eventId, Milliseconds time, uint32 group=0, uint8 phase=0)
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={}, bool generatePath=true)
SpellCastResult DoCastVictim(uint32 spellId, CastSpellExtraArgs const &args={})
SpellCastResult DoCast(uint32 spellId)
MotionMaster * GetMotionMaster()
void NearTeleportTo(Position const &pos, bool casting=false)
void SetFacingTo(float const ori, bool force=true)
bool HasUnitState(const uint32 f) const
void HandleEmoteCommand(Emote emoteId, Player *target=nullptr, Trinity::IteratorPair< int32 const * > spellVisualKitIds={}, int32 sequenceVariation=0)
Player * SelectNearestPlayer(float range) const
GameObject * FindNearestGameObject(uint32 entry, float range, bool spawnedOnly=true) const
TempSummon * SummonCreature(uint32 entry, Position const &pos, TempSummonType despawnType=TEMPSUMMON_MANUAL_DESPAWN, Milliseconds despawnTime=0s, uint32 vehId=0, uint32 spellId=0, ObjectGuid privateObjectOwner=ObjectGuid::Empty)
Creature * FindNearestCreature(uint32 entry, float range, bool alive=true) const
TC_GAME_API GameObject * GetGameObject(WorldObject const &u, ObjectGuid const &guid)
TC_GAME_API Creature * GetCreature(WorldObject const &u, ObjectGuid const &guid)
ObjectGuid portcullisGUID
void JustDied(Unit *) override
boss_rend_blackhand(Creature *creature)
void IsSummonedBy(WorldObject *) override
void JustEngagedWith(Unit *who) override
void SetData(uint32 type, uint32 data) override
void MovementInform(uint32 type, uint32 id) override
void UpdateAI(uint32 diff) override