@ UNIT_FLAG_UNINTERACTIBLE
void DoZoneInCombat(Creature *creature=nullptr)
virtual void EnterEvadeMode(EvadeReason why=EVADE_REASON_OTHER)
void SetImmuneToAll(bool apply) override
virtual bool SetBossState(uint32 id, EncounterState state)
TaskContext & Repeat(std::chrono::duration< _Rep, _Period > const &duration)
TaskScheduler & CancelAll()
TaskScheduler & Schedule(std::chrono::duration< _Rep, _Period > const &time, task_handler_t const &task)
TaskScheduler & Update(success_t const &callback=EmptyCallback)
void DoMeleeAttackIfReady()
SpellCastResult DoCastSelf(uint32 spellId, CastSpellExtraArgs const &args={})
void SetFaction(uint32 faction) override
void RemoveAurasDueToSpell(uint32 spellId, ObjectGuid casterGUID=ObjectGuid::Empty, uint8 reqEffMask=0, AuraRemoveMode removeMode=AURA_REMOVE_BY_DEFAULT)
void SetUnitFlag(UnitFlags flags)
void RemoveUnitFlag(UnitFlags flags)
virtual void SetData(uint32, uint32)
bool OnGossipHello(Player *) override
go_keystone_chamber(GameObject *go)
InstanceScript * _instance
void JustEngagedWith(Unit *) override
void JustDied(Unit *) override
void DoAction(int32 action) override
void UpdateAI(uint32 diff) override
void JustReachedHome() override
InstanceScript * _instance
npc_stone_keeper(Creature *creature)
void EnterEvadeMode(EvadeReason why) override
void JustAppeared() override
@ ACTION_KEEPER_ACTIVATED
#define RegisterUldamanGameObjectAI(ai_name)
#define RegisterUldamanCreatureAI(ai_name)