#define RegisterCreatureAI(ai_name)
virtual void EnterEvadeMode(EvadeReason why=EVADE_REASON_OTHER)
void Repeat(Milliseconds time)
void ScheduleEvent(EventId eventId, Milliseconds time, GroupIndex group=0u, PhaseIndex phase=0u)
void DoMeleeAttackIfReady()
SpellCastResult DoCastSelf(uint32 spellId, CastSpellExtraArgs const &args={})
SpellCastResult DoCastVictim(uint32 spellId, CastSpellExtraArgs const &args={})
SpellCastResult DoCast(uint32 spellId)
bool HasUnitState(const uint32 f) const
void DoPlaySoundToSet(WorldObject *source, uint32 soundId)
void UpdateAI(uint32 diff) override
void JustEngagedWith(Unit *) override
void EnterEvadeMode(EvadeReason why) override
bool OnGossipSelect(Player *player, uint32, uint32) override
npc_cairne_bloodhoof(Creature *creature)
@ SPELL_CAIRNES_HOOFPRINT
void AddSC_thunder_bluff()