102 if (pMarzon->IsAlive())
103 pMarzon->DisappearAndDie();
111 if (pMarzon->IsAlive() && !pMarzon->IsInCombat())
112 pMarzon->AI()->AttackStart(who);
130 pMarzon->GetMotionMaster()->MovePoint(0, -8408.000977f, 468.611450f, 123.759903f);
141 std::list<Creature*> GuardList;
143 if (!GuardList.empty())
145 for (std::list<Creature*>::const_iterator itr = GuardList.begin(); itr != GuardList.end(); ++itr)
148 pGuard->DisappearAndDie();
251 if (summoner->GetTypeId() ==
TYPEID_UNIT && summoner->IsAlive() && !summoner->IsInCombat())
252 summoner->ToCreature()->AI()->AttackStart(who);
265 if (summoner->GetTypeId() ==
TYPEID_UNIT && summoner->IsAlive())
266 summoner->ToCreature()->DisappearAndDie();
446 ai->Start(
false, player->GetGUID());
447 ai->SetMaxPlayerDistance(200.0f);
497 ai->Start(
false, player->
GetGUID());
498 ai->SetMaxPlayerDistance(200.0f);
@ TEMPSUMMON_CORPSE_TIMED_DESPAWN
bool UpdateEntry(uint32 entry, CreatureData const *data=nullptr, bool updateLevel=true)
static ObjectGuid GetGUID(Object const *o)
uint32 GetQuestId() const
Unit * GetSummonerUnit() const
void DoMeleeAttackIfReady()
void SetFaction(uint32 faction) override
TempSummon * ToTempSummon()
bool SetWalk(bool enable)
void GetCreatureListWithEntryInGrid(Container &creatureContainer, uint32 entry, float maxSearchRange=250.0f) const
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)
Creature * FindNearestCreature(uint32 entry, float range, bool alive=true) const
CreatureAI * GetAI(Creature *creature) const override
npc_lord_gregor_lescovar()
npc_marzon_silent_blade()
CreatureAI * GetAI(Creature *creature) const override
CreatureAI * GetAI(Creature *creature) const override
CreatureAI * GetAI(Creature *creature) const override
TC_GAME_API Creature * GetCreature(WorldObject const &u, ObjectGuid const &guid)
Player * GetPlayerForEscort()
void SetEscortPaused(bool on)
void UpdateAI(uint32 diff) override
void DoGuardsDisappearAndDie()
void EnterEvadeMode(EvadeReason) override
npc_lord_gregor_lescovarAI(Creature *creature)
void UpdateAI(uint32 uiDiff) override
void JustEngagedWith(Unit *who) override
void WaypointReached(uint32 waypointId, uint32) override
void EnterEvadeMode(EvadeReason) override
void JustEngagedWith(Unit *who) override
void MovementInform(uint32 uiType, uint32) override
npc_marzon_silent_bladeAI(Creature *creature)
void UpdateAI(uint32) override
void OnQuestAccept(Player *player, Quest const *quest) override
npc_tyrionAI(Creature *creature)
void WaypointReached(uint32 waypointId, uint32) override
void UpdateAI(uint32 uiDiff) override
npc_tyrion_spybotAI(Creature *creature)
static constexpr uint32 PATH_ESCORT_LESCOVAR
static constexpr uint32 PATH_ESCORT_TYRION_SPYBOT
@ NPC_LORD_GREGOR_LESCOVAR
@ SAY_QUEST_ACCEPT_ATTACK
void AddSC_stormwind_city()