514 Spark->setActive(
true);
577 float radius = 50.0f;
578 std::list<Player*> players;
583 for (std::list<Player*>::const_iterator itr = players.begin(); itr != players.end(); ++itr)
590 std::list<GameObject*> FlagList;
593 if (!FlagList.empty())
595 for (std::list<GameObject*>::const_iterator itr = FlagList.begin(); itr != FlagList.end(); ++itr)
@ TEMPSUMMON_CORPSE_TIMED_DESPAWN
@ QUEST_STATUS_INCOMPLETE
uint32 urand(uint32 min, uint32 max)
bool roll_chance_i(int chance)
#define RegisterSpellScript(spell_script)
void CloseGossipMenuFor(Player *player)
@ FACTION_ESCORTEE_N_NEUTRAL_PASSIVE
@ AURA_EFFECT_HANDLE_REAL
@ SPELL_AURA_PERIODIC_TRIGGER_SPELL
#define SpellEffectFn(F, I, N)
#define AuraEffectPeriodicFn(F, I, N)
#define AuraEffectApplyFn(F, I, N, M)
#define AuraEffectRemoveFn(F, I, N, M)
NPCFlags
Non Player Character flags.
void PreventDefaultAction()
HookList< EffectApplyHandler > AfterEffectRemove
HookList< EffectPeriodicHandler > OnEffectPeriodic
HookList< EffectApplyHandler > AfterEffectApply
void Talk(uint8 id, WorldObject const *whisperTarget=nullptr)
void DespawnOrUnsummon(Milliseconds timeToDespawn=0s, Seconds forceRespawnTime=0s)
void ScheduleEvent(EventId eventId, Milliseconds time, GroupIndex group=0u, PhaseIndex phase=0u)
void MovePoint(uint32 id, Position const &pos, bool generatePath=true, Optional< float > finalOrient={})
static ObjectGuid GetGUID(Object const *o)
uint32 GetQuestId() const
HookList< EffectHandler > OnEffectHit
void DoMeleeAttackIfReady()
SpellCastResult DoCastVictim(uint32 spellId, CastSpellExtraArgs const &args={})
SpellCastResult DoCast(uint32 spellId)
NPCFlags GetNpcFlags() const
void SetFaction(uint32 faction) override
virtual void SetPvP(bool state)
MotionMaster * GetMotionMaster()
void SetHealth(uint32 val)
void SetFacingToObject(WorldObject const *object, bool force=true, uint32 movementId=EVENT_FACE)
bool Attack(Unit *victim, bool meleeAttack)
uint32 GetFaction() const override
void RemoveAurasDueToSpell(uint32 spellId, ObjectGuid casterGUID=ObjectGuid::Empty, uint8 reqEffMask=0, AuraRemoveMode removeMode=AURA_REMOVE_BY_DEFAULT)
uint32 CountPctFromMaxHealth(int32 pct) const
void SetStandState(UnitStandStateType state)
void SetUnitFlag(UnitFlags flags)
void ReplaceAllNpcFlags(NPCFlags flags)
void GetGameObjectListWithEntryInGrid(Container &gameObjectContainer, uint32 entry, float maxSearchRange=250.0f) 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)
Creature * FindNearestCreature(uint32 entry, float range, bool alive=true) const
bool IsWithinDistInMap(WorldObject const *obj, float dist2compare, bool is3D=true, bool incOwnRadius=true, bool incTargetRadius=true) const
bool IsFriendlyTo(WorldObject const *target) const
static bool ValidateSpellInfo(std::initializer_list< uint32 > spellIds)
CreatureAI * GetAI(Creature *creature) const override
npc_engineer_spark_overgrind()
CreatureAI * GetAI(Creature *creature) const override
CreatureAI * GetAI(Creature *creature) const override
CreatureAI * GetAI(Creature *creature) const override
CreatureAI * GetAI(Creature *creature) const override
bool Validate(SpellInfo const *) override
void HandleDummy(SpellEffIndex)
PrepareSpellScript(spell_azuremyst_isle_cast_fishing_net)
void AfterApply(AuraEffect const *, AuraEffectHandleModes)
PrepareAuraScript(spell_azuremyst_isle_shadow_of_the_forest_creature)
bool Validate(SpellInfo const *) override
void AfterRemove(AuraEffect const *, AuraEffectHandleModes)
void AfterApply(AuraEffect const *, AuraEffectHandleModes)
PrepareAuraScript(spell_azuremyst_isle_shadow_of_the_forest_player)
bool Validate(SpellInfo const *) override
void PeriodicTick(AuraEffect const *)
PrepareAuraScript(spell_inoculate_nestlewood)
TC_GAME_API Player * GetPlayer(Map const *, ObjectGuid const &guid)
TC_GAME_API Creature * GetCreature(WorldObject const &u, ObjectGuid const &guid)
static void VisitWorldObjects(WorldObject const *obj, T &visitor, float radius, bool dont_load=true)
void Start(bool isActiveAttacker=true, ObjectGuid playerGUID=ObjectGuid::Empty, Quest const *quest=nullptr, bool instantRespawn=false, bool canLoopPath=false)
virtual void UpdateEscortAI(uint32 diff)
void LoadPath(uint32 pathId)
Player * GetPlayerForEscort()
void SpellHit(WorldObject *caster, SpellInfo const *spellInfo) override
void MoveInLineOfSight(Unit *who) override
void JustEngagedWith(Unit *) override
npc_draenei_survivorAI(Creature *creature)
void UpdateAI(uint32 diff) override
bool OnGossipSelect(Player *player, uint32, uint32) override
void JustEngagedWith(Unit *who) override
npc_engineer_spark_overgrindAI(Creature *creature)
void UpdateAI(uint32 diff) override
void DespawnNagaFlag(bool despawn)
uint32 NextStep(uint8 step)
void UpdateAI(uint32 diff) override
void JustEngagedWith(Unit *) override
npc_geezleAI(Creature *creature)
void MoveInLineOfSight(Unit *) override
npc_injured_draeneiAI(Creature *creature)
void JustEngagedWith(Unit *) override
void UpdateAI(uint32) override
void UpdateEscortAI(uint32 diff) override
npc_magwinAI(Creature *creature)
void OnQuestAccept(Player *player, Quest const *quest) override
void WaypointReached(uint32 waypointId, uint32) override
void JustEngagedWith(Unit *who) override
@ SPELL_FISHED_UP_RED_SNAPPER
void AddSC_azuremyst_isle()
@ SPELL_SHADOW_OF_THE_FOREST_SI_DND