diff options
Diffstat (limited to 'src/server/game/AI/SmartScripts')
| -rw-r--r-- | src/server/game/AI/SmartScripts/SmartAI.h | 100 |
1 files changed, 50 insertions, 50 deletions
diff --git a/src/server/game/AI/SmartScripts/SmartAI.h b/src/server/game/AI/SmartScripts/SmartAI.h index 4d66b976746..e674bbfdaac 100644 --- a/src/server/game/AI/SmartScripts/SmartAI.h +++ b/src/server/game/AI/SmartScripts/SmartAI.h @@ -70,94 +70,94 @@ class SmartAI : public CreatureAI bool IsEscortInvokerInRange(); // Called when creature is spawned or respawned - void JustRespawned(); + void JustRespawned() override; // Called at reaching home after evade, InitializeAI(), EnterEvadeMode() for resetting variables - void JustReachedHome(); + void JustReachedHome() override; // Called for reaction at enter to combat if not in combat yet (enemy can be NULL) - void EnterCombat(Unit* enemy); + void EnterCombat(Unit* enemy) override; // Called for reaction at stopping attack at no attackers or targets - void EnterEvadeMode(); + void EnterEvadeMode() override; // Called when the creature is killed - void JustDied(Unit* killer); + void JustDied(Unit* killer) override; // Called when the creature kills a unit - void KilledUnit(Unit* victim); + void KilledUnit(Unit* victim) override; // Called when the creature summon successfully other creature - void JustSummoned(Creature* creature); + void JustSummoned(Creature* creature) override; // Tell creature to attack and follow the victim - void AttackStart(Unit* who); + void AttackStart(Unit* who) override; // Called if IsVisible(Unit* who) is true at each *who move, reaction at visibility zone enter - void MoveInLineOfSight(Unit* who); + void MoveInLineOfSight(Unit* who) override; // Called when hit by a spell - void SpellHit(Unit* unit, const SpellInfo* spellInfo); + void SpellHit(Unit* unit, const SpellInfo* spellInfo) override; // Called when spell hits a target - void SpellHitTarget(Unit* target, const SpellInfo* spellInfo); + void SpellHitTarget(Unit* target, const SpellInfo* spellInfo) override; // Called at any Damage from any attacker (before damage apply) - void DamageTaken(Unit* doneBy, uint32& damage); + void DamageTaken(Unit* doneBy, uint32& damage) override; // Called when the creature receives heal - void HealReceived(Unit* doneBy, uint32& addhealth); + void HealReceived(Unit* doneBy, uint32& addhealth) override; // Called at World update tick - void UpdateAI(uint32 diff); + void UpdateAI(uint32 diff) override; // Called at text emote receive from player - void ReceiveEmote(Player* player, uint32 textEmote); + void ReceiveEmote(Player* player, uint32 textEmote) override; // Called at waypoint reached or point movement finished - void MovementInform(uint32 MovementType, uint32 Data); + void MovementInform(uint32 MovementType, uint32 Data) override; // Called when creature is summoned by another unit - void IsSummonedBy(Unit* summoner); + void IsSummonedBy(Unit* summoner) override; // Called at any Damage to any victim (before damage apply) - void DamageDealt(Unit* doneTo, uint32& damage, DamageEffectType /*damagetype*/); + void DamageDealt(Unit* doneTo, uint32& damage, DamageEffectType /*damagetype*/) override; // Called when a summoned creature dissapears (UnSommoned) - void SummonedCreatureDespawn(Creature* unit); + void SummonedCreatureDespawn(Creature* unit) override; // called when the corpse of this creature gets removed - void CorpseRemoved(uint32& respawnDelay); + void CorpseRemoved(uint32& respawnDelay) override; // Called at World update tick if creature is charmed void UpdateAIWhileCharmed(const uint32 diff); // Called when a Player/Creature enters the creature (vehicle) - void PassengerBoarded(Unit* who, int8 seatId, bool apply); + void PassengerBoarded(Unit* who, int8 seatId, bool apply) override; // Called when gets initialized, when creature is added to world - void InitializeAI(); + void InitializeAI() override; // Called when creature gets charmed by another unit - void OnCharmed(bool apply); + void OnCharmed(bool apply) override; // Called when victim is in line of sight - bool CanAIAttack(const Unit* who) const; + bool CanAIAttack(const Unit* who) const override; // Used in scripts to share variables - void DoAction(int32 param = 0); + void DoAction(int32 param = 0) override; // Used in scripts to share variables - uint32 GetData(uint32 id = 0) const; + uint32 GetData(uint32 id = 0) const override; // Used in scripts to share variables - void SetData(uint32 id, uint32 value); + void SetData(uint32 id, uint32 value) override; // Used in scripts to share variables - void SetGUID(uint64 guid, int32 id = 0); + void SetGUID(uint64 guid, int32 id = 0) override; // Used in scripts to share variables - uint64 GetGUID(int32 id = 0) const; + uint64 GetGUID(int32 id = 0) const override; //core related static int Permissible(const Creature*); @@ -174,15 +174,15 @@ class SmartAI : public CreatureAI void SetInvincibilityHpLevel(uint32 level) { mInvincibilityHpLevel = level; } - void sGossipHello(Player* player); - void sGossipSelect(Player* player, uint32 sender, uint32 action); - void sGossipSelectCode(Player* player, uint32 sender, uint32 action, const char* code); - void sQuestAccept(Player* player, Quest const* quest); + void sGossipHello(Player* player) override; + void sGossipSelect(Player* player, uint32 sender, uint32 action) override; + void sGossipSelectCode(Player* player, uint32 sender, uint32 action, const char* code) override; + void sQuestAccept(Player* player, Quest const* quest) override; //void sQuestSelect(Player* player, Quest const* quest); //void sQuestComplete(Player* player, Quest const* quest); - void sQuestReward(Player* player, Quest const* quest, uint32 opt); - bool sOnDummyEffect(Unit* caster, uint32 spellId, SpellEffIndex effIndex); - void sOnGameEvent(bool start, uint16 eventId); + void sQuestReward(Player* player, Quest const* quest, uint32 opt) override; + bool sOnDummyEffect(Unit* caster, uint32 spellId, SpellEffIndex effIndex) override; + void sOnGameEvent(bool start, uint16 eventId) override; uint32 mEscortQuestID; @@ -193,7 +193,7 @@ class SmartAI : public CreatureAI } void StartDespawn() { mDespawnState = 2; } - void OnSpellClick(Unit* clicker, bool& result); + void OnSpellClick(Unit* clicker, bool& result) override; private: uint32 mFollowCreditType; @@ -237,23 +237,23 @@ class SmartGameObjectAI : public GameObjectAI SmartGameObjectAI(GameObject* g) : GameObjectAI(g) { } ~SmartGameObjectAI() { } - void UpdateAI(uint32 diff); - void InitializeAI(); - void Reset(); + void UpdateAI(uint32 diff) override; + void InitializeAI() override; + void Reset() override; SmartScript* GetScript() { return &mScript; } static int Permissible(const GameObject* g); - bool GossipHello(Player* player); - bool GossipSelect(Player* player, uint32 sender, uint32 action); - bool GossipSelectCode(Player* /*player*/, uint32 /*sender*/, uint32 /*action*/, const char* /*code*/); - bool QuestAccept(Player* player, Quest const* quest); - bool QuestReward(Player* player, Quest const* quest, uint32 opt); - void Destroyed(Player* player, uint32 eventId); - void SetData(uint32 id, uint32 value); + bool GossipHello(Player* player) override; + bool GossipSelect(Player* player, uint32 sender, uint32 action) override; + bool GossipSelectCode(Player* /*player*/, uint32 /*sender*/, uint32 /*action*/, const char* /*code*/) override; + bool QuestAccept(Player* player, Quest const* quest) override; + bool QuestReward(Player* player, Quest const* quest, uint32 opt) override; + void Destroyed(Player* player, uint32 eventId) override; + void SetData(uint32 id, uint32 value) override; void SetScript9(SmartScriptHolder& e, uint32 entry, Unit* invoker); - void OnGameEvent(bool start, uint16 eventId); - void OnStateChanged(uint32 state, Unit* unit); - void EventInform(uint32 eventId); + void OnGameEvent(bool start, uint16 eventId) override; + void OnStateChanged(uint32 state, Unit* unit) override; + void EventInform(uint32 eventId) override; private: SmartScript mScript; |
