TrinityCore
player_overlord_brandAI Member List

This is the complete list of members for player_overlord_brandAI, including all inherited members.

_isSelfHealerPlayerAIprivate
_isSelfRangedAttackerPlayerAIprivate
_selfSpecPlayerAIprivate
_tyrannusGUIDplayer_overlord_brandAIprivate
AISpellInfoUnitAIstatic
AttackStart(Unit *victim)UnitAIvirtual
AttackStartCaster(Unit *victim, float dist)UnitAI
CanAIAttack(Unit const *) constUnitAIinlinevirtual
CancelAllShapeshifts()PlayerAIprotected
DamageDealt(Unit *, uint32 &damage, DamageEffectType) overrideplayer_overlord_brandAIinlinevirtual
DamageTaken(Unit *, uint32 &, DamageEffectType, SpellInfo const *)UnitAIinlinevirtual
DoAction(int32)UnitAIinlinevirtual
DoAutoAttackIfReady()PlayerAIprotected
DoCast(uint32 spellId)UnitAI
DoCast(Unit *victim, uint32 spellId, CastSpellExtraArgs const &args={})UnitAI
DoCastAOE(uint32 spellId, CastSpellExtraArgs const &args={})UnitAIinline
DoCastAtTarget(TargetedSpell spell)PlayerAIprotected
DoCastSelf(uint32 spellId, CastSpellExtraArgs const &args={})UnitAIinline
DoCastVictim(uint32 spellId, CastSpellExtraArgs const &args={})UnitAI
DoRangedAttackIfReady()PlayerAIprotected
DoSpellAttackIfReady(uint32 spellId)UnitAI
FillAISpellInfo()UnitAIstatic
FinalizeTargetListSelection(std::list< Unit * > &targetList, uint32 num, SelectTargetMethod targetType)UnitAIprivate
FinalizeTargetSelection(std::list< Unit * > &targetList, SelectTargetMethod targetType)UnitAIprivate
GetCharmer() constPlayerAI
GetData(uint32) constUnitAIinlinevirtual
GetDebugInfo() constUnitAIvirtual
GetGUID(int32=0) constUnitAIinlinevirtual
GetSpec(Player const *who=nullptr) constPlayerAI
HealDone(Unit *, uint32 &addHealth) overrideplayer_overlord_brandAIinlinevirtual
HealReceived(Unit *, uint32 &)UnitAIinlinevirtual
InitializeAI()UnitAIvirtual
IsHealer(Player const *who=nullptr) constPlayerAIinline
IsPlayerHealer(Player const *who)PlayerAIstatic
IsPlayerRangedAttacker(Player const *who)PlayerAIstatic
IsRangedAttacker(Player const *who=nullptr) constPlayerAIinline
JustEnteredCombat(Unit *)UnitAIinlinevirtual
JustExitedCombat()UnitAIinlinevirtual
mePlayerAIprotected
OnCharmed(bool isNew)UnitAIvirtual
OnDespawn()UnitAIinlinevirtual
OnGameEvent(bool, uint16)UnitAIinlinevirtual
operator=(UnitAI const &right)=deleteUnitAIprivate
player_overlord_brandAI(Player *player, ObjectGuid casterGUID)player_overlord_brandAIinline
PlayerAI(Player *player)PlayerAIexplicit
PossibleSpell typedefPlayerAIprotected
PossibleSpellVector typedefPlayerAIprotected
PrepareTargetListSelection(std::list< Unit * > &targetList, SelectTargetMethod targetType, uint32 offset)UnitAIprivate
Reset()UnitAIinlinevirtual
SelectAttackTarget() constPlayerAIprotectedvirtual
SelectSpellCast(PossibleSpellVector &spells)PlayerAIprotected
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)UnitAIinline
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)UnitAIinline
SetData(uint32, uint32)UnitAIinlinevirtual
SetGUID(ObjectGuid const &, int32=0)UnitAIinlinevirtual
SetIsRangedAttacker(bool state)PlayerAIinlineprotected
SpellInterrupted(uint32, uint32)UnitAIinlinevirtual
SpellTarget enum namePlayerAIprotected
TARGET_CHARMER enum valuePlayerAIprotected
TARGET_NONE enum valuePlayerAIprotected
TARGET_SELF enum valuePlayerAIprotected
TARGET_VICTIM enum valuePlayerAIprotected
UnitAI(Unit *unit)UnitAIinlineexplicit
UnitAI(UnitAI const &right)=deleteUnitAIprivate
UpdateAI(uint32) overrideplayer_overlord_brandAIinlinevirtual
VerifyAndPushSpellCast(PossibleSpellVector &spells, uint32 spellId, T target, uint32 weight)PlayerAIinlineprotected
VerifySpellCast(uint32 spellId, Unit *target)PlayerAIprotected
VerifySpellCast(uint32 spellId, SpellTarget target)PlayerAIprotected
~UnitAI()UnitAIinlinevirtual