26 bool disable = luaL_optbool(L, 1,
true);
64 uint32 quest_id = luaL_checkunsigned(L, 1);
78 float dist = luaL_checknumber(L, 1);
98 uint32 delay = luaL_checkunsigned(L, 1);
112 uint32 msTimeToDespawn = luaL_optunsigned(L, 1, 0);
126 int32 type = luaL_checkinteger(L, 1);
153 bool checkfaction = luaL_optbool(L, 3,
true);
172 bool val = luaL_optbool(L, 1,
true);
180 bool val = luaL_optbool(L, 1,
true);
194 float radius = luaL_checknumber(L, 1);
230 bool force = luaL_optbool(L, 2,
true);
248 uint16 lootMode = luaL_checkunsigned(L, 1);
256 uint16 lootMode = luaL_checkunsigned(L, 1);
264 uint16 lootMode = luaL_checkunsigned(L, 1);
272 uint16 lootMode = luaL_checkunsigned(L, 1);
315 int32 state = luaL_checkinteger(L, 1);
323 bool enable = luaL_optbool(L, 1,
true);
331 int32 state = luaL_checkinteger(L, 1);
345 int32 state = luaL_checkinteger(L, 1);
365 bool disable = luaL_optbool(L, 1,
true);
366 bool packetOnly = luaL_optbool(L, 2,
false);
374 bool enable = luaL_optbool(L, 1,
true);
418 uint32 spell = luaL_checkunsigned(L, 1);
444 uint32 spell = luaL_checkunsigned(L, 1);
480 float dist = luaL_optnumber(L, 1, 0.0f);
487 float dist = luaL_optnumber(L, 1, 0.0f);
494 bool checkLOS = luaL_optbool(L, 1,
false);
501 uint32 time = luaL_optunsigned(L, 1, 0);
508 uint8 id = luaL_checknumber(L, 1);
513 creature->
AI()->
Talk(
id, obj);
643 uint32 flags = luaL_checkunsigned(L, 1);
651 uint32 id = luaL_checkunsigned(L, 1);
659 uint32 questId = luaL_checkunsigned(L, 1);
673 uint32 spellId = luaL_checkunsigned(L, 1);
void Talk(uint8 id, WorldObject const *whisperTarget=NULL)
void SetInCombatWithZone()
void SetNoSearchAssistance(bool val)
void RemoveLootMode(uint16 lootMode)
bool HasLootMode(uint16 lootMode) const
void Respawn(bool force=false)
bool IsDungeonBoss() const
void SetRespawnRadius(float dist)
void CallForHelp(float fRadius)
void SetDisableReputationGain(bool disable)
float GetAttackDistance(Unit const *player) const
uint16 GetLootMode() const
bool IsReputationGainDisabled() const
uint32 GetCurrentWaypointID() const
void GetHomePosition(float &x, float &y, float &z, float &ori) const
uint32 GetWaypointPath() const
bool HasReactState(ReactStates state) const
float GetRespawnRadius() const
void DespawnOrUnsummon(uint32 msTimeToDespawn=0)
void SetReactState(ReactStates st)
bool CanFly() const OVERRIDE
bool hasLootRecipient() const
bool isRegeneratingHealth() const
void SetRespawnDelay(uint32 delay)
bool CanAssistTo(const Unit *u, const Unit *enemy, bool checkfaction=true) const
void DoFleeToGetAssistance()
void RemoveCorpse(bool setSpawnTime=true)
uint32 GetScriptId() const
bool hasInvolvedQuest(uint32 quest_id) const OVERRIDE
Player * GetLootRecipient() const
uint32 GetRespawnDelay() const
MovementGeneratorType GetDefaultMovementType() const
bool HasSearchedAssistance() const
std::string GetAIName() const
bool IsDamageEnoughForLootingAndReward() const
bool isTappedBy(Player const *player) const
uint32 GetCorpseDelay() const
bool HasSpell(uint32 spellID) const OVERRIDE
Unit * SelectNearestHostileUnitInAggroRange(bool useLOS=false) const
void AddLootMode(uint16 lootMode)
bool hasQuest(uint32 quest_id) const OVERRIDE
Group * GetLootRecipientGroup() const
void GetTransportHomePosition(float &x, float &y, float &z, float &ori)
bool HasCategoryCooldown(uint32 spell_id) const
ReactStates GetReactState() const
std::string GetScriptName() const
Unit * SelectNearestTarget(float dist=0, bool playerOnly=false) const
Unit * SelectNearestTargetInAttackDistance(float dist=0) const
bool HasSpellCooldown(uint32 spell_id) const
void SetNoCallAssistance(bool val)
bool IsRacialLeader() const
void setDeathState(DeathState s) OVERRIDE
bool IsInEvadeMode() const
void SetLootMode(uint16 lootMode)
void SetDefaultMovementType(MovementGeneratorType mgt)
bool CanStartAttack(Unit const *u, bool force) const
uint32 GetCreatureSpellCooldownDelay(uint32 spellId) const
uint32 GetUInt32Value(uint16 index) const
void SetUInt32Value(uint16 index, uint32 value)
ThreatContainer::StorageType const & getThreatList() const
virtual void AttackStart(Unit *)
bool isTargetableForAttack(bool checkFakeDeath=true) const
bool SetHover(bool enable, bool packetOnly=false)
bool SetWalk(bool enable)
ThreatManager & getThreatManager()
bool SetDisableGravity(bool disable, bool packetOnly=false)
int IsInEvadeMode(lua_State *L, Creature *creature)
int CanFly(lua_State *L, Creature *creature)
int CanStartAttack(lua_State *L, Creature *creature)
int SetDisableGravity(lua_State *L, Creature *creature)
int HasSpell(lua_State *L, Creature *creature)
int IsTrigger(lua_State *L, Creature *creature)
int CallForHelp(lua_State *L, Creature *creature)
int SetDisableReputationGain(lua_State *L, Creature *creature)
int GetWaypointPath(lua_State *L, Creature *creature)
int SetNoCallAssistance(lua_State *L, Creature *creature)
int GetReactState(lua_State *L, Creature *creature)
int GetAITargets(lua_State *L, Creature *creature)
int GetCreatureSpellCooldownDelay(lua_State *L, Creature *creature)
int CallAssistance(lua_State *L, Creature *creature)
int SetRespawnDelay(lua_State *L, Creature *creature)
int SetWalk(lua_State *L, Creature *creature)
int SetNPCFlags(lua_State *L, Creature *creature)
int SetLootMode(lua_State *L, Creature *creature)
int SetRespawnRadius(lua_State *L, Creature *creature)
int GetHomePosition(lua_State *L, Creature *creature)
int HasReactState(lua_State *L, Creature *creature)
int GetScriptId(lua_State *L, Creature *creature)
int IsWorldBoss(lua_State *L, Creature *creature)
int GetLootMode(lua_State *L, Creature *creature)
int GetAITarget(lua_State *L, Creature *creature)
int IsCivilian(lua_State *L, Creature *creature)
int IsRegeneratingHealth(lua_State *L, Creature *creature)
int IsRacialLeader(lua_State *L, Creature *creature)
int SetReactState(lua_State *L, Creature *creature)
int IsReputationGainDisabled(lua_State *L, Creature *creature)
int IsGuard(lua_State *L, Creature *creature)
int GetNearestHostileTargetInAggroRange(lua_State *L, Creature *creature)
int SetDefaultMovementType(lua_State *L, Creature *creature)
int AttackStart(lua_State *L, Creature *creature)
int FleeToGetAssistance(lua_State *L, Creature *creature)
int SetNoSearchAssistance(lua_State *L, Creature *creature)
int CanWalk(lua_State *L, Creature *creature)
int SelectVictim(lua_State *L, Creature *creature)
int HasLootRecipient(lua_State *L, Creature *creature)
int Despawn(lua_State *L, Creature *creature)
int GetTransportHomePosition(lua_State *L, Creature *creature)
int SetHover(lua_State *L, Creature *creature)
int RemoveLootMode(lua_State *L, Creature *creature)
int SetDeathState(lua_State *L, Creature *creature)
int IsDamageEnoughForLootingAndReward(lua_State *L, Creature *creature)
int SetInCombatWithZone(lua_State *L, Creature *creature)
int DespawnOrUnsummon(lua_State *L, Creature *creature)
int GetAIName(lua_State *L, Creature *creature)
int IsTappedBy(lua_State *L, Creature *creature)
int GetAggroRange(lua_State *L, Creature *creature)
int IsTargetAcceptable(lua_State *L, Creature *creature)
int GetLootRecipient(lua_State *L, Creature *creature)
int HasSearchedAssistance(lua_State *L, Creature *creature)
int IsDungeonBoss(lua_State *L, Creature *creature)
int SaveToDB(lua_State *L, Creature *creature)
int HasQuest(lua_State *L, Creature *creature)
int AddLootMode(lua_State *L, Creature *creature)
int GetRespawnDelay(lua_State *L, Creature *creature)
int GetCorpseDelay(lua_State *L, Creature *creature)
int GetShieldBlockValue(lua_State *L, Creature *creature)
int GetAITargetsCount(lua_State *L, Creature *creature)
int CanSwim(lua_State *L, Creature *creature)
int HasSpellCooldown(lua_State *L, Creature *creature)
int GetAttackDistance(lua_State *L, Creature *creature)
int HasInvolvedQuest(lua_State *L, Creature *creature)
int Respawn(lua_State *L, Creature *creature)
int ResetLootMode(lua_State *L, Creature *creature)
int GetLootRecipientGroup(lua_State *L, Creature *creature)
int GetNearestTargetInAttackDistance(lua_State *L, Creature *creature)
int CanAssistTo(lua_State *L, Creature *creature)
int SendCreatureTalk(lua_State *L, Creature *creature)
int GetDefaultMovementType(lua_State *L, Creature *creature)
int GetNPCFlags(lua_State *L, Creature *creature)
int IsElite(lua_State *L, Creature *creature)
int HasCategoryCooldown(lua_State *L, Creature *creature)
int HasLootMode(lua_State *L, Creature *creature)
int GetRespawnRadius(lua_State *L, Creature *creature)
int GetScriptName(lua_State *L, Creature *creature)
int GetCurrentWaypointId(lua_State *L, Creature *creature)
int GetNearestTarget(lua_State *L, Creature *creature)
int RemoveCorpse(lua_State *L, Creature *creature)