Project SkyFire Core
SkyFire 5.4.8 server core API documentation
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CritterAI Member List

This is the complete list of members for CritterAI, including all inherited members.

_EnterEvadeMode()CreatureAIprotected
AISpellInfoUnitAIstatic
AttackedBy(Unit *)CreatureAIinlinevirtual
AttackStart(Unit *) OVERRIDEPassiveAIinlinevirtual
AttackStartCaster(Unit *victim, float dist)UnitAI
CanAIAttack(Unit const *) constUnitAIinlinevirtual
CanRespawn()CreatureAIinlinevirtual
CanSeeAlways(WorldObject const *)CreatureAIinlinevirtual
CanSeeEvenInPassiveMode() constCreatureAIinline
CorpseRemoved(uint32 &)CreatureAIinlinevirtual
CreatureAI(Creature *creature)CreatureAIinlineexplicit
CritterAI(Creature *c)CritterAIinlineexplicit
DamageDealt(Unit *, uint32 &, DamageEffectType)UnitAIinlinevirtual
DamageTaken(Unit *done_by, uint32 &) OVERRIDECritterAIvirtual
DoAction(int32)UnitAIinlinevirtual
DoAddAuraToAllHostilePlayers(uint32 spellid)UnitAI
DoCast(uint32 spellId)UnitAI
DoCast(Unit *victim, uint32 spellId, bool triggered=false)UnitAI
DoCastAOE(uint32 spellId, bool triggered=false)UnitAI
DoCastToAllHostilePlayers(uint32 spellid, bool triggered=false)UnitAI
DoCastVictim(uint32 spellId, bool triggered=false)UnitAI
DoGetSpellMaxRange(uint32 spellId, bool positive=false)UnitAI
DoMeleeAttackIfReady()UnitAI
DoSpellAttackIfReady(uint32 spell)UnitAI
DoSummon(uint32 entry, Position const &pos, uint32 despawnTime=30000, TempSummonType summonType=TempSummonType::TEMPSUMMON_CORPSE_TIMED_DESPAWN)CreatureAIprotected
DoSummon(uint32 entry, WorldObject *obj, float radius=5.0f, uint32 despawnTime=30000, TempSummonType summonType=TempSummonType::TEMPSUMMON_CORPSE_TIMED_DESPAWN)CreatureAIprotected
DoSummonFlyer(uint32 entry, WorldObject *obj, float flightZ, float radius=5.0f, uint32 despawnTime=30000, TempSummonType summonType=TempSummonType::TEMPSUMMON_CORPSE_TIMED_DESPAWN)CreatureAIprotected
DoZoneInCombat(Creature *creature=NULL, float maxRangeToNearestTarget=50.0f)CreatureAI
EnterCombat(Unit *)CreatureAIinlinevirtual
EnterEvadeMode() OVERRIDECritterAIvirtual
ExecuteEvent(uint32)CreatureAIinlinevirtual
FillAISpellInfo()UnitAIstatic
GetData(uint32) constUnitAIinlinevirtual
GetGUID(int32=0) constUnitAIinlinevirtual
HealDone(Unit *, uint32 &)UnitAIinlinevirtual
HealReceived(Unit *, uint32 &)UnitAIinlinevirtual
InitializeAI()UnitAIinlinevirtual
IsEscorted()CreatureAIinlinevirtual
IsSummonedBy(Unit *)CreatureAIinlinevirtual
JustDied(Unit *)CreatureAIinlinevirtual
JustReachedHome()CreatureAIinlinevirtual
JustRespawned()CreatureAIinlinevirtual
JustSummoned(Creature *)CreatureAIinlinevirtual
KilledUnit(Unit *)CreatureAIinlinevirtual
m_canSeeEvenInPassiveModeCreatureAIprivate
m_MoveInLineOfSight_lockedCreatureAIprivate
meCreatureAIprotected
MoveInLineOfSight(Unit *) OVERRIDEPassiveAIinlinevirtual
MoveInLineOfSight_Safe(Unit *who)CreatureAI
MovementInform(uint32, uint32)CreatureAIinlinevirtual
OnCharmed(bool apply)CreatureAIvirtual
OnGossipHello(Player *player)UnitAIinlinevirtual
OnSpellClick(Unit *, bool &)CreatureAIinlinevirtual
operator=(UnitAI const &right)=deleteUnitAIprivate
OwnerAttacked(Unit *)CreatureAIinlinevirtual
OwnerAttackedBy(Unit *)CreatureAIinlinevirtual
PassengerBoarded(Unit *, int8, bool)CreatureAIinlinevirtual
PassiveAI(Creature *c)PassiveAIexplicit
Permissible(const Creature *)PassiveAIinlinestatic
ReceiveEmote(Player *, uint32)CreatureAIinlinevirtual
Reset()UnitAIinlinevirtual
SelectTarget(SelectAggroTarget targetType, uint32 position=0, float dist=0.0f, bool playerOnly=false, int32 aura=0)UnitAI
SelectTarget(SelectAggroTarget targetType, uint32 position, PREDICATE const &predicate)UnitAIinline
SelectTargetList(std::list< Unit * > &targetList, uint32 num, SelectAggroTarget targetType, float dist=0.0f, bool playerOnly=false, int32 aura=0)UnitAI
SelectTargetList(std::list< Unit * > &targetList, PREDICATE const &predicate, uint32 maxTargets, SelectAggroTarget targetType)UnitAIinline
SetCanSeeEvenInPassiveMode(bool canSeeEvenInPassiveMode)CreatureAIinline
SetData(uint32, uint32)UnitAIinlinevirtual
SetGazeOn(Unit *target)CreatureAIprotected
SetGUID(uint64, int32=0)UnitAIinlinevirtual
sGossipHello(Player *)UnitAIinlinevirtual
sGossipSelect(Player *, uint32, uint32)UnitAIinlinevirtual
sGossipSelectCode(Player *, uint32, uint32, char const *)UnitAIinlinevirtual
sOnDummyEffect(Unit *, uint32, SpellEffIndex)UnitAIinlinevirtual
sOnGameEvent(bool, uint16)UnitAIinlinevirtual
SpellHit(Unit *, SpellInfo const *)CreatureAIinlinevirtual
SpellHitTarget(Unit *, SpellInfo const *)CreatureAIinlinevirtual
SpellInterrupted(uint32, uint32)UnitAIinlinevirtual
sQuestAccept(Player *, Quest const *)UnitAIinlinevirtual
sQuestComplete(Player *, Quest const *)UnitAIinlinevirtual
sQuestReward(Player *, Quest const *, uint32)UnitAIinlinevirtual
sQuestSelect(Player *, Quest const *)UnitAIinlinevirtual
SummonedCreatureDespawn(Creature *)CreatureAIinlinevirtual
SummonedCreatureDies(Creature *, Unit *)CreatureAIinlinevirtual
Talk(uint8 id, WorldObject const *whisperTarget=NULL)CreatureAI
UnitAI(Unit *unit)UnitAIinlineexplicit
UnitAI(UnitAI const &right)=deleteUnitAIprivate
UpdateAI(uint32) OVERRIDEPassiveAIvirtual
UpdateVictim()CreatureAIprotected
UpdateVictimWithGaze()CreatureAIprotected
~CreatureAI()CreatureAIinlinevirtual
~UnitAI()UnitAIinlinevirtual