#define RegisterCreatureAI(ai_name)
#define RegisterSpellScript(spell_script)
@ SPELL_EFFECT_APPLY_AURA
@ TARGET_UNIT_SRC_AREA_ENEMY
#define SpellEffectFn(F, I, N)
#define SpellObjectAreaTargetSelectFn(F, I, N)
@ SPELL_MARK_OF_FROST_AURA
void AddSC_boss_azuregos()
std::unordered_map< ObjectGuid, CombatReference * > const & GetPvECombatRefs() const
void ScheduleEvent(EventId eventId, Milliseconds time, GroupIndex group=0u, PhaseIndex phase=0u)
bool operator()(WorldObject *object) const
MarkOfFrostTargetSelector()
static Unit * ToUnit(Object *o)
static Player * ToPlayer(Object *o)
void PreventHitDefaultEffect(SpellEffIndex effIndex)
Unit * GetHitUnit() const
HookList< EffectHandler > OnEffectHitTarget
HookList< ObjectAreaTargetSelectHandler > OnObjectAreaTargetSelect
void DoMeleeAttackIfReady()
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)
bool HasUnitState(const uint32 f) const
CombatManager & GetCombatManager()
SpellCastResult CastSpell(CastSpellTargetArg const &targets, uint32 spellId, CastSpellExtraArgs const &args={ })
static bool ValidateSpellInfo(std::initializer_list< uint32 > spellIds)
void HandleEffect(SpellEffIndex effIndex)
bool Validate(SpellInfo const *) override
void FilterTargets(std::list< WorldObject * > &targets)
PrepareSpellScript(spell_mark_of_frost)
float GetPositionZ() const
float GetPositionX() const
float GetPositionY() const
void DoTeleportPlayer(Unit *unit, float x, float y, float z, float o)
bool HealthBelowPct(uint32 pct) const
void ResetThreatList(Unit *who=nullptr)
void UpdateAI(uint32 diff) override
void JustEngagedWith(Unit *) override
boss_azuregos(Creature *creature)
void KilledUnit(Unit *who) override