158 occuthar->AI()->JustSummoned(
me);
200 if (target ==
_victim &&
_me->getThreatManager().getThreatList().size() > 1)
231 targets.push_back(target);
275 targets.push_back(target);
357 caster->ToCreature()->DespawnOrUnsummon(500);
@ ENCOUNTER_FRAME_DISENGAGE
@ SPELL_EFFECT_SCRIPT_EFFECT
@ TARGET_UNIT_SRC_AREA_ENTRY
@ TARGET_UNIT_SRC_AREA_ENEMY
@ SPELL_AURA_PERIODIC_TRIGGER_SPELL
@ AURA_EFFECT_HANDLE_REAL
#define SpellEffectFn(F, I, N)
#define SpellObjectAreaTargetSelectFn(F, I, N)
#define AuraEffectRemoveFn(F, I, N, M)
#define SF_UNARY_FUNCTION
CreatureAI * GetBaradinHoldAI(Creature *creature)
@ MAX_OCCUTHAR_VEHICLE_SEATS
@ SPELL_FOCUSED_FIRE_FIRST_DAMAGE
@ SPELL_FOCUSED_FIRE_TRIGGER
@ SPELL_OCCUTHARS_DESTUCTION
@ SPELL_FOCUSED_FIRE_VISUAL
void AddSC_boss_occuthar()
@ EVENT_FOCUSED_FIRE_FIRST_DAMAGE
HookList< EffectApplyHandler > OnEffectRemove
InstanceScript *const instance
BossAI(Creature *creature, uint32 bossId)
virtual void EnterEvadeMode()
CreatureScript(const char *name)
FocusedFireTargetSelector(Creature *me, const Unit *victim)
bool operator()(WorldObject *target)
static Creature * GetCreature(WorldObject const &u, uint64 guid)
HookList< HitHandler > AfterHit
HookList< EffectHandler > OnEffectHitTarget
HookList< ObjectAreaTargetSelectHandler > OnObjectAreaTargetSelect
SpellScriptLoader(const char *name)
void DoMeleeAttackIfReady()
void DoCast(uint32 spellId)
void DoCastAOE(uint32 spellId, bool triggered=false)
void CastSpell(SpellCastTargets const &targets, SpellInfo const *spellInfo, CustomSpellValues const *value, TriggerCastFlags triggerFlags=TRIGGERED_NONE, Item *castItem=NULL, AuraEffect const *triggeredByAura=NULL, uint64 originalCaster=0)
InstanceScript * GetInstanceScript()
TempSummon * SummonCreature(uint32 id, Position const &pos, TempSummonType spwtype=TempSummonType::TEMPSUMMON_MANUAL_DESPAWN, uint32 despwtime=0, uint32 vehId=0) const
CreatureAI * GetAI(Creature *creature) const OVERRIDE
CreatureAI * GetAI(Creature *creature) const OVERRIDE
void HandleScript(SpellEffIndex)
void FilterTargets(std::list< WorldObject * > &targets)
bool Validate(SpellInfo const *spellInfo) OVERRIDE
PrepareSpellScript(spell_occuthar_eyes_of_occuthar_SpellScript)
PrepareSpellScript(spell_occuthar_eyes_of_occuthar_vehicle_SpellScript)
SpellScript * GetSpellScript() const OVERRIDE
spell_occuthar_eyes_of_occuthar_vehicle()
spell_occuthar_eyes_of_occuthar()
SpellScript * GetSpellScript() const OVERRIDE
void FilterTargets(std::list< WorldObject * > &targets)
PrepareSpellScript(spell_occuthar_focused_fire_SpellScript)
SpellScript * GetSpellScript() const OVERRIDE
spell_occuthar_focused_fire()
void OnRemove(AuraEffect const *aurEff, AuraEffectHandleModes)
PrepareAuraScript(spell_occuthar_occuthars_destruction_AuraScript)
AuraScript * GetAuraScript() const OVERRIDE
spell_occuthar_occuthars_destruction()
C::value_type const & SelectRandomContainerElement(C const &container)
void GetPosition(float &x, float &y) const
ScriptedAI(Creature *creature)
void JustSummoned(Creature *summon) OVERRIDE
void EnterCombat(Unit *) OVERRIDE
void UpdateAI(uint32 diff) OVERRIDE
== Triggered Actions Requested ==================
void EnterEvadeMode() OVERRIDE
void JustDied(Unit *) OVERRIDE
boss_occutharAI(Creature *creature)
npc_eyestalkAI(Creature *creature)
void IsSummonedBy(Unit *) OVERRIDE
void EnterEvadeMode() OVERRIDE
InstanceScript * _instance
void UpdateAI(uint32 diff) OVERRIDE
== Triggered Actions Requested ==================