117 for (
uint8 i = 0; i < 4; ++i)
131 return GetZulAmanAI<npc_zulaman_hostageAI>(creature);
321 std::vector<Creature*> targetList;
325 if (target->GetPositionX() > 120)
328 target->SetImmuneToPC(
true);
330 target->AI()->SetData(0, 1);
334 target->SetImmuneToPC(
true);
336 target->AI()->SetData(0, 2);
381 return GetZulAmanAI<npc_harrison_jonesAI>(creature);
void GetCreatureListWithEntryInGrid(Container &container, WorldObject *source, uint32 entry, float maxSearchRange)
void SendGossipMenuFor(Player *player, uint32 npcTextID, ObjectGuid const &guid)
void AddGossipItemFor(Player *player, GossipOptionIcon icon, std::string const &text, uint32 sender, uint32 action)
void ClearGossipMenuFor(Player *player)
void InitGossipMenuFor(Player *player, uint32 menuId)
void CloseGossipMenuFor(Player *player)
@ EMOTE_STATE_USE_STANDING
void SetDisplayId(uint32 modelId) override
void SetTarget(ObjectGuid guid) override
CreatureTemplate const * GetCreatureTemplate() const
GameObject * GetGameObject(uint32 type)
void MovePoint(uint32 id, Position const &pos, bool generatePath=true, Optional< float > finalOrient={})
void MovePath(uint32 pathId, bool repeatable)
static ObjectGuid const Empty
virtual void SetDynamicFlag(uint32 flag)
static ObjectGuid GetGUID(Object const *o)
void SetEntry(uint32 entry)
uint32 GetGossipTextId(uint32 menuId, WorldObject *source)
PlayerMenu * PlayerTalkClass
SpellCastResult DoCast(uint32 spellId)
void RemoveAura(AuraApplicationMap::iterator &i, AuraRemoveMode mode=AURA_REMOVE_BY_DEFAULT)
MotionMaster * GetMotionMaster()
void RemoveNpcFlag(NPCFlags flags)
void SetVirtualItem(uint32 slot, uint32 itemId)
virtual void SetSheath(SheathState sheathed)
void SetFacingToObject(WorldObject const *object, bool force=true, uint32 movementId=EVENT_FACE)
void SetEmoteState(Emote emote)
void SetNpcFlag(NPCFlags flags)
bool HasNpcFlag(NPCFlags flags) const
void SetFacingTo(float ori, bool force=true, uint32 movementId=EVENT_FACE)
void SetStandState(UnitStandStateType state)
InstanceScript * GetInstanceScript() const
GameObject * SummonGameObject(uint32 entry, Position const &pos, QuaternionData const &rot, Seconds respawnTime, GOSummonType summonType=GO_SUMMON_TIMED_OR_CORPSE_DESPAWN)
virtual uint32 GetData(uint32) const
virtual void SetData(uint32, uint32)
CreatureAI * GetAI(Creature *creature) const override
CreatureAI * GetAI(Creature *creature) const override
void GetPosition(float &x, float &y) const
npc_harrison_jonesAI(Creature *creature)
void SpellHit(WorldObject *, SpellInfo const *spellInfo) override
void JustEngagedWith(Unit *) override
bool OnGossipSelect(Player *player, uint32 menuId, uint32 gossipListId) override
void UpdateAI(uint32 diff) override
InstanceScript * instance
npc_zulaman_hostageAI(Creature *creature)
bool OnGossipSelect(Player *player, uint32, uint32 gossipListId) override
InstanceScript * instance
bool OnGossipHello(Player *player) override
@ SPELL_COSMETIC_SPEAR_THROW
static uint32 const ChestEntry[]
static uint32 const HostageEntry[]