59 return GetDeadminesAI<boss_mr_smiteAI>(creature);
uint32 urand(uint32 min, uint32 max)
void AddSC_boss_mr_smite()
void SetReactState(ReactStates st)
void SetNoCallAssistance(bool val)
virtual ObjectGuid GetGuidData(uint32 type) const override
void MoveChase(Unit *target, Optional< ChaseRange > dist={}, Optional< ChaseAngle > angle={})
void MovePoint(uint32 id, Position const &pos, bool generatePath=true, Optional< float > finalOrient={})
void DoMeleeAttackIfReady()
SpellCastResult DoCastVictim(uint32 spellId, CastSpellExtraArgs const &args={})
SpellCastResult DoCastAOE(uint32 spellId, CastSpellExtraArgs const &args={})
SpellCastResult DoCast(uint32 spellId)
void InterruptNonMeleeSpells(bool withDelayed, uint32 spellid=0, bool withInstant=true)
MotionMaster * GetMotionMaster()
void SetFacingTo(float ori, bool force=true, uint32 movementId=EVENT_FACE)
void SetStandState(UnitStandStateType state)
InstanceScript * GetInstanceScript() const
CreatureAI * GetAI(Creature *creature) const override
TC_GAME_API GameObject * GetGameObject(WorldObject const &u, ObjectGuid const &guid)
void SetEquipmentSlots(bool loadDefault, int32 mainHand=EQUIP_NO_CHANGE, int32 offHand=EQUIP_NO_CHANGE, int32 ranged=EQUIP_NO_CHANGE)
void SetCombatMovement(bool allowMovement)
bool HealthAbovePct(uint32 pct) const
boss_mr_smiteAI(Creature *creature)
InstanceScript * instance
void JustEngagedWith(Unit *) override
void UpdateAI(uint32 uiDiff) override
void MovementInform(uint32 uiType, uint32) override