@ TIMED_FLEEING_MOTION_TYPE
@ UNIT_NPC_FLAG_SPELLCLICK
@ EVADE_REASON_NO_HOSTILES
virtual void EnterEvadeMode(EvadeReason why=EVADE_REASON_OTHER)
uint32 m_spells[MAX_CREATURE_SPELLS]
bool IsEngaged() const override
void SetReactState(ReactStates st)
void JustEngagedWith(Unit *) override
void MovementInform(uint32 type, uint32 id) override
void EnterEvadeMode(EvadeReason why) override
static int32 Permissible(Creature const *creature)
static int32 Permissible(Creature const *creature)
NullCreatureAI(Creature *creature)
virtual void RemoveDynamicFlag(uint32 flag)
static ObjectGuid GetGUID(Object const *o)
PassiveAI(Creature *creature)
void UpdateAI(uint32) override
void AttackStart(Unit *target) override
void UpdateAI(uint32) override
void JustDied(Unit *) override
PossessedAI(Creature *creature)
void IsSummonedBy(WorldObject *summoner) override
static int32 Permissible(Creature const *creature)
void DoMeleeAttackIfReady()
void SetControlled(bool apply, UnitState state)
bool Attack(Unit *victim, bool meleeAttack)
bool HasNpcFlag(NPCFlags flags) const
bool HasUnitState(const uint32 f) const
uint32 HasUnitTypeMask(uint32 mask) const
SpellCastResult CastSpell(CastSpellTargetArg const &targets, uint32 spellId, CastSpellExtraArgs const &args={ })
bool IsValidAttackTarget(WorldObject const *target, SpellInfo const *bySpell=nullptr) const