91 for (
uint8 i = 0; i < 3; ++i)
102 return id > 0 &&
id < 4 ? id : 0;
#define RegisterSpellScript(spell_script)
@ SPELL_EFFECT_SCRIPT_EFFECT
#define AuraEffectProcFn(F, I, N)
#define SpellEffectFn(F, I, N)
#define AuraCheckProcFn(F)
void PreventDefaultAction()
HookList< CheckProcHandler > DoCheckProc
HookList< EffectProcHandler > OnEffectProc
void ScheduleEvent(EventId eventId, Milliseconds time, GroupIndex group=0u, PhaseIndex phase=0u)
void MovePath(uint32 pathId, bool repeatable)
Unit * GetActionTarget() const
SpellInfo const * GetSpellInfo() const
uint32 GetAllEffectsMechanicMask() const
Unit * GetHitUnit() const
HookList< EffectHandler > OnEffectHitTarget
void DoMeleeAttackIfReady()
SpellCastResult DoCast(uint32 spellId)
void SetAnimTier(AnimTier animTier)
MotionMaster * GetMotionMaster()
void SetEmoteState(Emote emote)
bool HasUnitState(const uint32 f) const
GameObject * FindNearestGameObject(uint32 entry, float range, bool spawnedOnly=true) const
InstanceScript * GetInstanceScript() const
SpellCastResult CastSpell(CastSpellTargetArg const &targets, uint32 spellId, CastSpellExtraArgs const &args={ })
float GetDistance2d(WorldObject const *obj) const
float GetDistance(WorldObject const *obj) const
bool IsWithinDist(WorldObject const *obj, float dist2compare, bool is3D=true) const
virtual void SetData(uint32, uint32)
static bool ValidateSpellInfo(std::initializer_list< uint32 > spellIds)
void HandleScriptEffect(SpellEffIndex)
PrepareSpellScript(spell_fixate)
bool Validate(SpellInfo const *) override
PrepareAuraScript(spell_uk_second_wind)
void HandleProc(AuraEffect const *aurEff, ProcEventInfo &eventInfo)
bool CheckProc(ProcEventInfo &eventInfo)
bool Validate(SpellInfo const *) override
InstanceScript * _instance
void JustEngagedWith(Unit *) override
void UpdateAI(uint32) override
npc_dragonflayer_forge_master(Creature *creature)
void JustDied(Unit *) override
uint8 GetForgeMasterType()
void UpdateAI(uint32 diff) override
void SetData(uint32 type, uint32 data) override
void MovementInform(uint32 type, uint32 id) override
npc_enslaved_proto_drake(Creature *creature)
const Position protodrakeCheckPos
void AddSC_utgarde_keep()
@ SPELL_SECOND_WIND_TRIGGER
#define RegisterUtgardeKeepCreatureAI(ai_name)