150 std::list<Unit*> targetList;
154 targetList.push_back(ref->GetVictim());
159 for (std::list<Unit*>::iterator itr = targetList.begin(); itr != targetList.end(); ++itr)
184 return GetAQ20AI<boss_moamAI>(creature);
@ ACTION_STONE_PHASE_START
@ SPELL_SUMMON_MANA_FIEND_3
@ SPELL_SUMMON_MANA_FIEND_2
@ SPELL_SUMMON_MANA_FIEND_1
void ScheduleEvent(uint32 eventId, Milliseconds time, uint32 group=0, uint8 phase=0)
Trinity::IteratorPair< ThreatListIterator, std::nullptr_t > GetUnsortedThreatList() const
SpellCastResult DoCastAOE(uint32 spellId, CastSpellExtraArgs const &args={})
SpellCastResult DoCast(uint32 spellId)
ThreatManager & GetThreatManager()
void SetPower(Powers power, int32 val, bool withPowerUpdate=true)
int32 GetMaxPower(Powers power) const
int32 GetPower(Powers power) const
void RemoveAurasDueToSpell(uint32 spellId, ObjectGuid casterGUID=ObjectGuid::Empty, uint32 reqEffMask=0, AuraRemoveMode removeMode=AURA_REMOVE_BY_DEFAULT)
CreatureAI * GetAI(Creature *creature) const override
void RandomResize(C &container, std::size_t requestedSize)
bool HealthBelowPct(uint32 pct) const
void DoAction(int32 action) override
void UpdateAI(uint32 diff) override
void DamageTaken(Unit *, uint32 &, DamageEffectType, SpellInfo const *) override
boss_moamAI(Creature *creature)