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- //Called for reaction at enter to combat if not in combat yet (enemy can be NULL)
- //Called at creature aggro either by MoveInLOS or Attack Start
- void EnterCombat(Unit* target)
- // Called at any Damage from any attacker (before damage apply)
- void DamageTaken(Unit* attacker, uint32& damage)
- //Called at World update tick
- void UpdateAI(uint32 const diff)
- //Called at creature death
- void JustDied(Unit* killer)
- //Called at creature killing another unit
- void KilledUnit(Unit* victim)
- // Called when the creature summon successfully other creature
- void JustSummoned(Creature* summon)
- // Called when a summoned creature is despawned
- void SummonedCreatureDespawn(Creature* summon)
- // Called when hit by a spell
- void SpellHit(Unit* caster, SpellInfo const* spell)
- // Called when spell hits a target
- void SpellHitTarget(Unit* target, SpellInfo const* spell)
- //Called at waypoint reached or PointMovement end
- void MovementInform(uint32 type, uint32 id)
- // Called when AI is temporarily replaced or put back when possess is applied or removed
- void OnPossess(bool apply)
- //Called at creature reset either by death or evade
- void Reset()
- // Called before EnterCombat even before the creature is in combat.
- void AttackStart(Unit* target)
- // Called in Creature::Update when deathstate = DEAD. Inherited classes may maniuplate the ability to respawn based on scripted events.
- bool CanRespawn()
- // Called for reaction at stopping attack at no attackers or targets
- void EnterEvadeMode()
- // Called when the creature is summoned successfully by other creature
- void IsSummonedBy(Unit* summoner)
- void SummonedCreatureDies(Creature* summon, Unit* killer)
- // Called when the creature is target of hostile action: swing, hostile spell landed, fear/etc)
- void AttackedBy(Unit* attacker)
- // Called when creature is spawned or respawned (for reseting variables)
- void JustRespawned()
- void OnCharmed(bool apply)
- // Called at reaching home after evade
- void JustReachedHome()
- // Called at text emote receive from player
- void ReceiveEmote(Player* player, uint32 emoteId)
- // Called when owner takes damage
- void OwnerAttackedBy(Unit* attacker)
- // Called when owner attacks something
- void OwnerAttacked(Unit* target)
- // called when the corpse of this creature gets removed
- void CorpseRemoved(uint32& respawnDelay)
- // Called when victim entered water and creature can not enter water
- bool canReachByRangeAttack(Unit* target)
- void PassengerBoarded(Unit* passenger, int8 seatId, bool apply)
- void OnSpellClick(Unit* clicker)
- void MoveInLineOfSight(Unit* who)
- // Called if IsVisible(Unit* who) is true at each who move, reaction at visibility zone enter
- void MoveInLineOfSight_Safe(Unit* who)
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