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

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

_EnterEvadeMode()CreatureAIprotected
_gossipReturnSmartAIprivate
AddEscortState(uint32 uiEscortState)SmartAIinline
AISpellInfoUnitAIstatic
AssistPlayerInCombat(Unit *who)SmartAIprivate
AttackedBy(Unit *)CreatureAIinlinevirtual
AttackStart(Unit *who) OVERRIDESmartAIvirtual
AttackStartCaster(Unit *victim, float dist)UnitAI
CanAIAttack(const Unit *who) const OVERRIDESmartAIvirtual
CanCombatMove() constSmartAIinline
CanRespawn()CreatureAIinlinevirtual
CanSeeAlways(WorldObject const *)CreatureAIinlinevirtual
CanSeeEvenInPassiveMode() constCreatureAIinline
CorpseRemoved(uint32 &respawnDelay) OVERRIDESmartAIvirtual
CreatureAI(Creature *creature)CreatureAIinlineexplicit
DamageDealt(Unit *doneTo, uint32 &damage, DamageEffectType) OVERRIDESmartAIvirtual
DamageTaken(Unit *doneBy, uint32 &damage) OVERRIDESmartAIvirtual
DoAction(int32 param=0) OVERRIDESmartAIvirtual
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
EndPath(bool fail=false)SmartAI
EnterCombat(Unit *enemy) OVERRIDESmartAIvirtual
EnterEvadeMode() OVERRIDESmartAIvirtual
ExecuteEvent(uint32)CreatureAIinlinevirtual
FillAISpellInfo()UnitAIstatic
GetData(uint32 id=0) const OVERRIDESmartAIvirtual
GetGUID(int32 id=0) const OVERRIDESmartAIvirtual
GetNextWayPoint()SmartAI
GetScript()SmartAIinline
GetWPCount()SmartAIinlineprivate
HasEscortState(uint32 uiEscortState) constSmartAIinline
HealDone(Unit *, uint32 &)UnitAIinlinevirtual
HealReceived(Unit *doneBy, uint32 &addhealth) OVERRIDESmartAIvirtual
InitializeAI() OVERRIDESmartAIvirtual
IsEscorted()CreatureAIinlinevirtual
IsEscortInvokerInRange()SmartAI
IsSummonedBy(Unit *summoner) OVERRIDESmartAIvirtual
JustDied(Unit *killer) OVERRIDESmartAIvirtual
JustReachedHome() OVERRIDESmartAIvirtual
JustRespawned() OVERRIDESmartAIvirtual
JustSummoned(Creature *creature) OVERRIDESmartAIvirtual
KilledUnit(Unit *victim) OVERRIDESmartAIvirtual
LoadPath(uint32 entry)SmartAI
m_canSeeEvenInPassiveModeCreatureAIprivate
m_MoveInLineOfSight_lockedCreatureAIprivate
mCanAutoAttackSmartAIprivate
mCanCombatMoveSmartAIprivate
mCanRepeatPathSmartAIprivate
mCurrentWPIDSmartAIprivate
mDespawnStateSmartAIprivate
mDespawnTimeSmartAIprivate
meCreatureAIprotected
mEscortInvokerCheckTimerSmartAIprivate
mEscortQuestIDSmartAI
mEscortStateSmartAIprivate
mFollowAngleSmartAIprivate
mFollowArrivedEntrySmartAIprivate
mFollowArrivedTimerSmartAIprivate
mFollowCreditSmartAIprivate
mFollowCreditTypeSmartAIprivate
mFollowDistSmartAIprivate
mFollowGuidSmartAIprivate
mForcedPausedSmartAIprivate
mInvincibilityHpLevelSmartAIprivate
mLastOOCPosSmartAIprivate
mLastWPSmartAIprivate
mLastWPIDReachedSmartAIprivate
MoveInLineOfSight(Unit *who) OVERRIDESmartAIvirtual
MoveInLineOfSight_Safe(Unit *who)CreatureAI
MovementInform(uint32 MovementType, uint32 Data) OVERRIDESmartAIvirtual
MovepointReached(uint32 id)SmartAI
mRunSmartAIprivate
mScriptSmartAIprivate
mWayPointsSmartAIprivate
mWPPauseTimerSmartAIprivate
mWPReachedSmartAIprivate
OnCharmed(bool apply) OVERRIDESmartAIvirtual
OnGossipHello(Player *player) OVERRIDESmartAIvirtual
OnSpellClick(Unit *clicker, bool &result) OVERRIDESmartAIvirtual
operator=(UnitAI const &right)=deleteUnitAIprivate
OwnerAttacked(Unit *)CreatureAIinlinevirtual
OwnerAttackedBy(Unit *)CreatureAIinlinevirtual
PassengerBoarded(Unit *who, int8 seatId, bool apply) OVERRIDESmartAIvirtual
PausePath(uint32 delay, bool forced=false)SmartAI
Permissible(const Creature *)SmartAIstatic
ReceiveEmote(Player *player, uint32 textEmote) OVERRIDESmartAIvirtual
RemoveAuras()SmartAI
RemoveEscortState(uint32 uiEscortState)SmartAIinline
Reset() OVERRIDESmartAIvirtual
ResumePath()SmartAI
ReturnToLastOOCPos()SmartAIprivate
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
SetAutoAttack(bool on)SmartAIinline
SetCanSeeEvenInPassiveMode(bool canSeeEvenInPassiveMode)CreatureAIinline
SetCombatMove(bool on)SmartAI
SetData(uint32 id, uint32 value) OVERRIDESmartAIvirtual
SetDespawnTime(uint32 t)SmartAIinline
SetFly(bool fly=true)SmartAI
SetFollow(Unit *target, float dist=0.0f, float angle=0.0f, uint32 credit=0, uint32 end=0, uint32 creditType=0)SmartAI
SetGazeOn(Unit *target)CreatureAIprotected
SetGossipReturn(bool value)SmartAIinline
SetGUID(uint64 guid, int32 id=0) OVERRIDESmartAIvirtual
SetInvincibilityHpLevel(uint32 level)SmartAIinline
SetRun(bool run=true)SmartAI
SetScript9(SmartScriptHolder &e, uint32 entry, Unit *invoker)SmartAI
SetSwim(bool swim=true)SmartAI
sGossipHello(Player *player) OVERRIDESmartAIvirtual
sGossipSelect(Player *player, uint32 sender, uint32 action) OVERRIDESmartAIvirtual
sGossipSelectCode(Player *player, uint32 sender, uint32 action, const char *code) OVERRIDESmartAIvirtual
SmartAI(Creature *c)SmartAIexplicit
sOnDummyEffect(Unit *caster, uint32 spellId, SpellEffIndex effIndex) OVERRIDESmartAIvirtual
sOnGameEvent(bool start, uint16 eventId) OVERRIDESmartAIvirtual
SpellHit(Unit *unit, const SpellInfo *spellInfo) OVERRIDESmartAIvirtual
SpellHitTarget(Unit *target, const SpellInfo *spellInfo) OVERRIDESmartAIvirtual
SpellInterrupted(uint32, uint32)UnitAIinlinevirtual
sQuestAccept(Player *player, Quest const *quest) OVERRIDESmartAIvirtual
sQuestComplete(Player *, Quest const *)UnitAIinlinevirtual
sQuestReward(Player *player, Quest const *quest, uint32 opt) OVERRIDESmartAIvirtual
sQuestSelect(Player *, Quest const *)UnitAIinlinevirtual
StartDespawn()SmartAIinline
StartPath(bool run=false, uint32 path=0, bool repeat=false, Unit *invoker=NULL)SmartAI
StopPath(uint32 DespawnTime=0, uint32 quest=0, bool fail=false)SmartAI
SummonedCreatureDespawn(Creature *unit) OVERRIDESmartAIvirtual
SummonedCreatureDies(Creature *, Unit *)CreatureAIinlinevirtual
Talk(uint8 id, WorldObject const *whisperTarget=NULL)CreatureAI
UnitAI(Unit *unit)UnitAIinlineexplicit
UnitAI(UnitAI const &right)=deleteUnitAIprivate
UpdateAI(uint32 diff) OVERRIDESmartAIvirtual
UpdateAIWhileCharmed(const uint32 diff)SmartAI
UpdateDespawn(const uint32 diff)SmartAIprivate
UpdatePath(const uint32 diff)SmartAIprivate
UpdateVictim()CreatureAIprotected
UpdateVictimWithGaze()CreatureAIprotected
~CreatureAI()CreatureAIinlinevirtual
~SmartAI()SmartAIinline
~UnitAI()UnitAIinlinevirtual