255 switch (spellInfo->
Id)
@ TEMPSUMMON_TIMED_DESPAWN
#define RegisterSpellScript(spell_script)
@ SPELL_EFFECT_SCRIPT_EFFECT
@ TARGET_DEST_CASTER_SUMMON
#define SpellEffectFn(F, I, N)
#define SpellDestinationTargetSelectFn(F, I, N)
@ SPELL_SUMMON_LIQUID_FIRE_CONE
@ SPELL_FIREBALL_VICTIM_H
@ SPELL_SUMMON_LIQUID_FIRE
@ SPELL_SUMMON_LIQUID_FIRE_H
@ SPELL_FIREBALL_GROUND_H
@ SPELL_FIREBALL_RANDOM_H
@ SPELL_FACE_HIGHEST_THREAT
static Position const FlyEastPos
void AddSC_boss_vazruden_the_herald()
static Position const DescendPos
static Position const FlyWestPos
static Position const CenterPos
@ ACTION_START_DESCENDING
static Position const FlyNorthPos
InstanceScript *const instance
void JustEngagedWith(Unit *who) override
void DoZoneInCombat(Creature *creature=nullptr)
void SetReactState(ReactStates st)
void DespawnOrUnsummon(Milliseconds timeToDespawn=0s, Seconds forceRespawnTime=0s)
bool UpdateEntry(uint32 entry, CreatureData const *data=nullptr, bool updateLevel=true)
ReactStates GetReactState() const
void Repeat(Milliseconds time)
void ScheduleEvent(EventId eventId, Milliseconds time, GroupIndex group=0u, PhaseIndex phase=0u)
GameObjectAI(GameObject *go)
GameObjectTemplate const * GetGOInfo() const
virtual bool SetBossState(uint32 id, EncounterState state)
Creature * GetCreature(uint32 type)
void MovePoint(uint32 id, Position const &pos, bool generatePath=true, Optional< float > finalOrient={})
void MoveFall(uint32 id=0)
Creature * GetHitCreature() const
HookList< DestinationTargetSelectHandler > OnDestinationTargetSelect
Unit * GetHitUnit() const
HookList< EffectHandler > OnEffectHitTarget
TaskContext & Repeat(std::chrono::duration< _Rep, _Period > const &duration)
TaskScheduler & Schedule(std::chrono::duration< _Rep, _Period > const &time, task_handler_t const &task)
TaskScheduler & Update(success_t const &callback=EmptyCallback)
void DoMeleeAttackIfReady()
SpellCastResult DoCastSelf(uint32 spellId, CastSpellExtraArgs const &args={})
SpellCastResult DoCastVictim(uint32 spellId, CastSpellExtraArgs const &args={})
Unit * SelectTarget(SelectTargetMethod targetType, uint32 offset=0, float dist=0.0f, bool playerOnly=false, bool withTank=true, int32 aura=0)
SpellCastResult DoCast(uint32 spellId)
void InterruptNonMeleeSpells(bool withDelayed, uint32 spellid=0, bool withInstant=true)
MotionMaster * GetMotionMaster()
bool SetDisableGravity(bool disable, bool updateAnimTier=true)
void RemoveAurasDueToSpell(uint32 spellId, ObjectGuid casterGUID=ObjectGuid::Empty, uint8 reqEffMask=0, AuraRemoveMode removeMode=AURA_REMOVE_BY_DEFAULT)
bool HasUnitState(const uint32 f) const
void HandleEmoteCommand(Emote emoteId)
void SetFacingTo(float ori, bool force=true, uint32 movementId=EVENT_FACE)
bool HealthBelowPctDamaged(int32 pct, uint32 damage) const
float GetMapHeight(float x, float y, float z, bool vmap=true, float distanceToSearch=50.0f) const
SpellCastResult CastSpell(CastSpellTargetArg const &targets, uint32 spellId, CastSpellExtraArgs const &args={ })
TempSummon * SummonCreature(uint32 entry, Position const &pos, TempSummonType despawnType=TEMPSUMMON_MANUAL_DESPAWN, Milliseconds despawnTime=0s, uint32 vehId=0, uint32 spellId=0, ObjectGuid privateObjectOwner=ObjectGuid::Empty)
static bool ValidateSpellInfo(std::initializer_list< uint32 > spellIds)
PrepareSpellScript(spell_vazruden_call_nazan)
void HandleScript(SpellEffIndex)
void HandleScript(SpellEffIndex)
PrepareSpellScript(spell_vazruden_cone_of_fire)
bool Validate(SpellInfo const *) override
PrepareSpellScript(spell_vazruden_fireball)
void HandleScript(SpellEffIndex)
bool Validate(SpellInfo const *) override
void SetDest(SpellDestination &dest)
PrepareSpellScript(spell_vazruden_summon_vazruden)
#define RegisterHellfireRampartsGameObjectAI(ai_name)
@ DATA_VAZRUDEN_THE_HERALD
#define RegisterHellfireRampartsCreatureAI(ai_name)
auto SelectRandomContainerElement(C const &container) -> typename std::add_const< decltype(*std::begin(container))>::type &
struct GameObjectTemplate::@191::@198 trap
float GetPositionZ() const
float GetAbsoluteAngle(float x, float y) const
float GetPositionX() const
void GetPosition(float &x, float &y) const
float GetPositionY() const
T const & DUNGEON_MODE(T const &normal5, T const &heroic10) const
void JustEngagedWith(Unit *who) override
void JustDied(Unit *) override
void EnterEvadeMode(EvadeReason) override
void JustSummoned(Creature *) override
void SpellHit(WorldObject *, SpellInfo const *spellInfo) override
void UpdateAI(uint32 diff) override
void DamageTaken(Unit *, uint32 &damage, DamageEffectType, SpellInfo const *) override
void JustAppeared() override
void DoAction(int32 action) override
boss_vazruden_the_herald(Creature *creature)
void MovementInform(uint32 type, uint32 id) override
void UpdateSpecialEvents(uint32 diff)
void JustDied(Unit *) override
void DamageTaken(Unit *, uint32 &damage, DamageEffectType, SpellInfo const *) override
void JustEngagedWith(Unit *who) override
void KilledUnit(Unit *) override
boss_vazruden(Creature *creature)
void JustAppeared() override
void EnterEvadeMode(EvadeReason) override
void DoAction(int32 action) override
void UpdateAI(uint32 diff) override
void UpdateAI(uint32 diff) override