83 for (
uint8 i = 0; i < 3; ++i)
87 illusion->AI()->AttackStart(target);
@ TEMPSUMMON_TIMED_OR_CORPSE_DESPAWN
void AddSC_boss_hazzarah()
void JustEngagedWith(Unit *who) override
void ScheduleEvent(EventId eventId, Milliseconds time, GroupIndex group=0u, PhaseIndex phase=0u)
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)
bool HasUnitState(const uint32 f) const
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)
void JustEngagedWith(Unit *who) override
void UpdateAI(uint32 diff) override
boss_hazzarah(Creature *creature)
void JustDied(Unit *) override
#define RegisterZulGurubCreatureAI(ai_name)