124 portcullis->UseDoorOrButton();
126 victor->AI()->SetData(1, 1);
#define RegisterBlackrockSpireCreatureAI(ai_name)
@ NPC_LORD_VICTOR_NEFARIUS
InstanceScript *const instance
void JustEngagedWith(Unit *who) override
void DespawnOrUnsummon(Milliseconds timeToDespawn=0s, Seconds forceRespawnTime=0s)
void ScheduleEvent(uint32 eventId, Milliseconds time, uint32 group=0, uint8 phase=0)
virtual bool SetBossState(uint32 id, EncounterState state)
EncounterState GetBossState(uint32 id) const
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)
void RemoveAura(AuraApplicationMap::iterator &i, AuraRemoveMode mode=AURA_REMOVE_BY_DEFAULT)
MotionMaster * GetMotionMaster()
Aura * AddAura(uint32 spellId, Unit *target)
bool HasUnitState(const uint32 f) const
GameObject * FindNearestGameObject(uint32 entry, float range, bool spawnedOnly=true) const
Creature * FindNearestCreature(uint32 entry, float range, bool alive=true) const
bool HealthBelowPct(uint32 pct) const
boss_gyth(Creature *creature)
void JustDied(Unit *) override
void SetData(uint32, uint32 data) override
void JustEngagedWith(Unit *who) override
void UpdateAI(uint32 diff) override