39using EventPair = std::pair<EventGameIds, ZGCreatureIds>;
@ TEMPSUMMON_CORPSE_TIMED_DESPAWN
#define RegisterSpellScript(spell_script)
@ SPELL_EFFECT_SCRIPT_EFFECT
#define SpellEffectFn(F, I, N)
Unit * GetHitUnit() const
HookList< EffectHandler > OnEffectHitTarget
SpellCastResult CastSpell(CastSpellTargetArg const &targets, uint32 spellId, CastSpellExtraArgs const &args={ })
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)
static bool ValidateSpellInfo(std::initializer_list< uint32 > spellIds)
GameObjectAI * GetAI(GameObject *go) const override
PrepareSpellScript(spell_zulgurub_axe_flurry)
bool Validate(SpellInfo const *) override
void HandleDummy(SpellEffIndex)
void HandleScript(SpellEffIndex)
bool Validate(SpellInfo const *) override
PrepareSpellScript(spell_zulgurub_poisonous_blood)
bool OnGossipHello(Player *) override
go_brazier_of_madnessAI(GameObject *go)
std::pair< EventGameIds, ZGCreatureIds > EventPair
constexpr EventPair BrazierOfMadnessEventCreatures[]
Position const MadnessSpawnPos
@ EVENT_EDGE_OF_MADNESS_RENATAKI
@ EVENT_EDGE_OF_MADNESS_HAZZARAH
@ EVENT_EDGE_OF_MADNESS_WUSHOOLAY
@ EVENT_EDGE_OF_MADNESS_GRILEK