79 switch (spellInfo->
Id)
First const & RAND(First const &first, Second const &second, Rest const &... rest)
bool roll_chance_i(int chance)
void AddSC_boss_rage_winterchill()
void JustEngagedWith(Unit *who) override
void Repeat(Milliseconds time)
void ScheduleEvent(EventId eventId, Milliseconds time, GroupIndex group=0u, PhaseIndex phase=0u)
void MovePath(uint32 pathId, bool repeatable)
void DoMeleeAttackIfReady()
SpellCastResult DoCastSelf(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)
MotionMaster * GetMotionMaster()
bool HasUnitState(const uint32 f) const
#define RegisterHyjalCreatureAI(ai_name)
void UpdateAI(uint32 diff) override
void JustReachedHome() override
boss_rage_winterchill(Creature *creature)
void KilledUnit(Unit *victim) override
void JustAppeared() override
void WaypointPathEnded(uint32, uint32 pathId) override
void JustDied(Unit *) override
void OnSpellCast(SpellInfo const *spellInfo) override
void JustEngagedWith(Unit *who) override