bool roll_chance_i(int chance)
void AddSC_boss_gatewatcher_iron_hand()
@ SPELL_STREAM_OF_MACHINE_FLUID
@ EVENT_STREAM_OF_MACHINE_FLUID
void JustEngagedWith(Unit *who) override
void Talk(uint8 id, WorldObject const *whisperTarget=nullptr)
void ScheduleEvent(uint32 eventId, Milliseconds time, uint32 group=0, uint8 phase=0)
SpellCastResult DoCastVictim(uint32 spellId, CastSpellExtraArgs const &args={})
SpellCastResult DoCast(uint32 spellId)
bool HasUnitState(const uint32 f) const
@ DATA_GATEWATCHER_IRON_HAND
#define RegisterMechanarCreatureAI(ai_name)
void JustEngagedWith(Unit *who) override
void JustDied(Unit *) override
void KilledUnit(Unit *) override
void UpdateAI(uint32 diff) override
boss_gatewatcher_iron_hand(Creature *creature)