First const & RAND(First const &first, Second const &second, Rest const &... rest)
#define RegisterSpellScript(spell_script)
@ AURA_EFFECT_HANDLE_REAL
@ SPELL_AURA_PERIODIC_DAMAGE
#define AuraEffectRemoveFn(F, I, N, M)
HookList< EffectApplyHandler > AfterEffectRemove
void JustEngagedWith(Unit *who) override
void RescheduleEvent(EventId eventId, Milliseconds time, GroupIndex group=0u, PhaseIndex phase=0u)
void ScheduleEvent(EventId eventId, Milliseconds time, GroupIndex group=0u, PhaseIndex phase=0u)
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 HealthBelowPctDamaged(int32 pct, uint32 damage) const
SpellCastResult CastSpell(CastSpellTargetArg const &targets, uint32 spellId, CastSpellExtraArgs const &args={ })
static bool ValidateSpellInfo(std::initializer_list< uint32 > spellIds)
void AfterRemove(AuraEffect const *, AuraEffectHandleModes)
PrepareAuraScript(spell_eck_spit)
bool Validate(SpellInfo const *) override
#define RegisterGundrakCreatureAI(ai_name)
void ExecuteEvent(uint32 eventId) override
boss_eck(Creature *creature)
void DamageTaken(Unit *, uint32 &damage, DamageEffectType, SpellInfo const *) override
void JustEngagedWith(Unit *who) override