#define RegisterSpellScript(spell_script)
#define SpellCalcDamageFn(F)
void JustEngagedWith(Unit *who) override
void Repeat(Milliseconds time)
void ScheduleEvent(EventId eventId, Milliseconds time, GroupIndex group=0u, PhaseIndex phase=0u)
HookList< DamageAndHealingCalcHandler > CalcDamage
HookList< CastHandler > AfterCast
SpellCastResult DoCastSelf(uint32 spellId, CastSpellExtraArgs const &args={})
SpellCastResult DoCastVictim(uint32 spellId, CastSpellExtraArgs const &args={})
uint64 CountPctFromCurHealth(float pct) const
ThreatManager & GetThreatManager()
bool HealthBelowPctDamaged(float pct, uint32 damage) const
bool HasUnitState(const uint32 f) const
static void HandleDamageCalc(SpellScript const &, SpellEffectInfo const &, Unit const *victim, int32 &damage, int32 &, float &)
#define RegisterAQ20CreatureAI(ai_name)
void JustEngagedWith(Unit *who) override
void DoAction(int32 action) override
void OnSpellCast(SpellInfo const *spell) override
void DamageTaken(Unit *, uint32 &damage, DamageEffectType, SpellInfo const *) override
void KilledUnit(Unit *) override
void JustDied(Unit *) override
void UpdateAI(uint32 diff) override
boss_rajaxx(Creature *creature)