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

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

_difficultyScriptedAIprivate
_EnterEvadeMode()CreatureAIprotected
_evadeCheckCooldownScriptedAIprivate
_isCombatMovementAllowedScriptedAIprivate
_isHeroicScriptedAIprivate
AddFollowState(uint32 uiFollowState)FollowerAIinlineprivate
AISpellInfoUnitAIstatic
AssistPlayerInCombat(Unit *who)FollowerAIprivate
AttackedBy(Unit *)CreatureAIinlinevirtual
AttackStart(Unit *) OVERRIDEFollowerAIvirtual
AttackStartCaster(Unit *victim, float dist)UnitAI
AttackStartNoMove(Unit *target)ScriptedAI
CanAIAttack(Unit const *) constUnitAIinlinevirtual
CanRespawn()CreatureAIinlinevirtual
CanSeeAlways(WorldObject const *)CreatureAIinlinevirtual
CanSeeEvenInPassiveMode() constCreatureAIinline
CorpseRemoved(uint32 &)CreatureAIinlinevirtual
CreatureAI(Creature *creature)CreatureAIinlineexplicit
DamageDealt(Unit *, uint32 &, DamageEffectType)UnitAIinlinevirtual
DamageTaken(Unit *, uint32 &) OVERRIDEScriptedAIinlinevirtual
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
DoCastSpell(Unit *target, SpellInfo const *spellInfo, bool triggered=false)ScriptedAI
DoCastToAllHostilePlayers(uint32 spellid, bool triggered=false)UnitAI
DoCastVictim(uint32 spellId, bool triggered=false)UnitAI
DoFindFriendlyCC(float range)ScriptedAI
DoFindFriendlyMissingBuff(float range, uint32 spellId)ScriptedAI
DoGetSpellMaxRange(uint32 spellId, bool positive=false)UnitAI
DoGetThreat(Unit *unit)ScriptedAI
DoMeleeAttackIfReady()UnitAI
DoModifyThreatPercent(Unit *unit, int32 pct)ScriptedAI
DoPlaySoundToSet(WorldObject *source, uint32 soundId)ScriptedAI
DoResetThreat()ScriptedAI
DoSelectLowestHpFriendly(float range, uint32 minHPDiff=1)ScriptedAI
DoSpawnCreature(uint32 entry, float offsetX, float offsetY, float offsetZ, float angle, TempSummonType type, uint32 despawntime)ScriptedAI
DoSpellAttackIfReady(uint32 spell)UnitAI
DoStartMovement(Unit *target, float distance=0.0f, float angle=0.0f)ScriptedAI
DoStartNoMovement(Unit *target)ScriptedAI
DoStopAttack()ScriptedAI
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
DoTeleportAll(float x, float y, float z, float o)ScriptedAI
DoTeleportPlayer(Unit *unit, float x, float y, float z, float o)ScriptedAI
DoTeleportTo(float x, float y, float z, uint32 time=0)ScriptedAI
DoTeleportTo(float const pos[4])ScriptedAI
DoZoneInCombat(Creature *creature=NULL, float maxRangeToNearestTarget=50.0f)CreatureAI
DUNGEON_MODE(const T &normal5, const T &heroic5) constScriptedAIinline
EnterCombat(Unit *) OVERRIDEScriptedAIinlinevirtual
EnterEvadeIfOutOfCombatArea(uint32 const diff)ScriptedAI
EnterEvadeMode() OVERRIDEFollowerAIvirtual
ExecuteEvent(uint32) OVERRIDEScriptedAIinlinevirtual
FillAISpellInfo()UnitAIstatic
FollowerAI(Creature *creature)FollowerAIexplicit
GetData(uint32) constUnitAIinlinevirtual
GetDifficulty() constScriptedAIinline
GetGUID(int32=0) constUnitAIinlinevirtual
GetLeaderForFollower()FollowerAIprotected
GetPlayerAtMinimumRange(float minRange)ScriptedAI
HasFollowState(uint32 uiFollowState) constFollowerAIinline
HealDone(Unit *, uint32 &)UnitAIinlinevirtual
HealReceived(Unit *, uint32 &)UnitAIinlinevirtual
HealthAbovePct(uint32 pct) constScriptedAIinline
HealthBelowPct(uint32 pct) constScriptedAIinline
InitializeAI()UnitAIinlinevirtual
Is25ManRaid() constScriptedAI
IsCombatMovementAllowed() constScriptedAIinline
IsEscorted()CreatureAIinlinevirtual
IsFleeingScriptedAI
IsHeroic() constScriptedAIinline
IsSummonedBy(Unit *)CreatureAIinlinevirtual
JustDied(Unit *) OVERRIDEFollowerAIvirtual
JustReachedHome()CreatureAIinlinevirtual
JustRespawned() OVERRIDEFollowerAIvirtual
JustSummoned(Creature *) OVERRIDEScriptedAIinlinevirtual
KilledUnit(Unit *) OVERRIDEScriptedAIinlinevirtual
m_canSeeEvenInPassiveModeCreatureAIprivate
m_MoveInLineOfSight_lockedCreatureAIprivate
m_pQuestForFollowFollowerAIprivate
m_uiFollowStateFollowerAIprivate
m_uiLeaderGUIDFollowerAIprivate
m_uiUpdateFollowTimerFollowerAIprivate
meScriptedAI
MoveInLineOfSight(Unit *) OVERRIDEFollowerAIvirtual
MoveInLineOfSight_Safe(Unit *who)CreatureAI
MovementInform(uint32 motionType, uint32 pointId) OVERRIDEFollowerAIvirtual
OnCharmed(bool apply)CreatureAIvirtual
OnGossipHello(Player *player)UnitAIinlinevirtual
OnPossess(bool)ScriptedAIinline
OnSpellClick(Unit *, bool &)CreatureAIinlinevirtual
operator=(UnitAI const &right)=deleteUnitAIprivate
OwnerAttacked(Unit *)CreatureAIinlinevirtual
OwnerAttackedBy(Unit *)CreatureAIinlinevirtual
PassengerBoarded(Unit *, int8, bool)CreatureAIinlinevirtual
RAID_MODE(const T &normal10, const T &normal25) constScriptedAIinline
RAID_MODE(const T &normal10, const T &normal25, const T &flex, const T &lfr) constScriptedAIinline
RAID_MODE(const T &normal10, const T &normal25, const T &heroic10, const T &heroic25, const T &flex, const T &lfr) constScriptedAIinline
ReceiveEmote(Player *, uint32)CreatureAIinlinevirtual
RemoveFollowState(uint32 uiFollowState)FollowerAIinlineprivate
Reset() OVERRIDEScriptedAIinlinevirtual
ScriptedAI(Creature *creature)ScriptedAIexplicit
SelectSpell(Unit *target, uint32 school, uint32 mechanic, SelectTargetType targets, uint32 powerCostMin, uint32 powerCostMax, float rangeMin, float rangeMax, SelectEffect effect)ScriptedAI
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
SetCombatMovement(bool allowMovement)ScriptedAI
SetData(uint32, uint32)UnitAIinlinevirtual
SetEquipmentSlots(bool loadDefault, int32 mainHand=EQUIP_NO_CHANGE, int32 offHand=EQUIP_NO_CHANGE, int32 ranged=EQUIP_NO_CHANGE)ScriptedAI
SetFollowComplete(bool bWithEndEvent=false)FollowerAI
SetFollowPaused(bool bPaused)FollowerAI
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 *) OVERRIDEScriptedAIinlinevirtual
SpellHitTarget(Unit *, SpellInfo const *) OVERRIDEScriptedAIinlinevirtual
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
StartFollow(Player *player, uint32 factionForFollower=0, const Quest *quest=NULL)FollowerAI
SummonedCreatureDespawn(Creature *) OVERRIDEScriptedAIinlinevirtual
SummonedCreatureDies(Creature *, Unit *)CreatureAIinlinevirtual
Talk(uint8 id, WorldObject const *whisperTarget=NULL)CreatureAI
UnitAI(Unit *unit)UnitAIinlineexplicit
UnitAI(UnitAI const &right)=deleteUnitAIprivate
UpdateAI(uint32) OVERRIDEFollowerAIvirtual
UpdateFollowerAI(uint32)FollowerAIvirtual
UpdateVictim()CreatureAIprotected
UpdateVictimWithGaze()CreatureAIprotected
~CreatureAI()CreatureAIinlinevirtual
~FollowerAI()FollowerAIinline
~ScriptedAI()ScriptedAIinlinevirtual
~UnitAI()UnitAIinlinevirtual