80 DoTeleportTo(target->GetPositionX(), target->GetPositionY(), target->GetPositionZ());
uint32 urand(uint32 min, uint32 max)
@ UNIT_FLAG_UNINTERACTIBLE
void AddSC_boss_renataki()
void SetDisplayId(uint32 modelId) override
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)
SpellCastResult DoCast(uint32 spellId)
void InterruptSpell(CurrentSpellTypes spellType, bool withDelayed=true, bool withInstant=true, SpellCastResult result=SPELL_FAILED_INTERRUPTED, Optional< SpellCastResult > resultOther={})
void SetUnitFlag(UnitFlags flags)
void RemoveUnitFlag(UnitFlags flags)
void SetEquipmentSlots(bool loadDefault, int32 mainHand=EQUIP_NO_CHANGE, int32 offHand=EQUIP_NO_CHANGE, int32 ranged=EQUIP_NO_CHANGE)
void AttackStart(Unit *) override
void DoTeleportTo(float x, float y, float z, uint32 time=0)
float GetThreat(Unit const *victim, Unit const *who=nullptr)
void ModifyThreatByPercent(Unit *victim, int32 pct, Unit *who=nullptr)
uint32 _thousandBladesTimer
boss_renataki(Creature *creature)
void UpdateAI(uint32 diff) override
#define RegisterZulGurubCreatureAI(ai_name)