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#890443
#include <string>
#ifndef INSTANCE_SCRIPTS_SETUP_H
#define INSTANCE_SCRIPTS_SETUP_H
void SetupShadowfangKeep(ScriptMgr * mgr);
void SetupDeadmines(ScriptMgr * mgr);
void SetupMoltenCore(ScriptMgr * mgr);
void SetupOnyxiasLair(ScriptMgr * mgr);
void SetupZulGurub(ScriptMgr * mgr);
void SetupBotanica(ScriptMgr * mgr);
void SetupBlackwingLair(ScriptMgr * mgr);
void SetupNaxxramas(ScriptMgr * mgr);
void SetupTheSteamvault(ScriptMgr * mgr);
void SetupTheEye(ScriptMgr * mgr);
void SetupManaTombs(ScriptMgr * mgr);
void SetupAuchenaiCrypts(ScriptMgr * mgr);
void SetupSethekkHalls(ScriptMgr * mgr);
void SetupTheSlavePens(ScriptMgr * mgr);
void SetupTheUnderbog(ScriptMgr * mgr);
void SetupGruulsLair(ScriptMgr * mgr);
void SetupBattleOfMountHyjal(ScriptMgr * mgr);
void SetupShadowLabyrinth(ScriptMgr * mgr);
void SetupBloodFurnace(ScriptMgr * mgr);
void SetupScholomance(ScriptMgr * mgr);
void SetupTheShatteredHalls(ScriptMgr * mgr);
void SetupHellfireRamparts(ScriptMgr * mgr);
void SetupGuardAI(ScriptMgr * mgr);
void SetupBlackTemple(ScriptMgr * mgr);
void SetupArcatraz(ScriptMgr * mgr);
void SetupTheMechanar(ScriptMgr * mgr);
void SetupBlackTemple(ScriptMgr * mgr);
struct SP_AI_Spell{
SpellEntry *info; // spell info
char targettype; // 0-self , 1-attaking target, ....
bool instant; // does it is instant or not?
float perctrigger; // % of the cast of this spell in a total of 100% of the attacks
int attackstoptimer; // stop the creature from attacking
int soundid; // sound id from DBC
std::string speech; // text displaied when spell was casted
uint32 cooldown; // spell cooldown
uint32 casttime; // "time" left to cast spell
uint32 reqlvl; // required level ? needed?
float hpreqtocast; // ? needed?
float mindist2cast; // min dist from caster to victim to perform cast (dist from caster >= mindist2cast)
float maxdist2cast; // max dist from caster to victim to perform cast (dist from caster <= maxdist2cast)
int minhp2cast; // min hp amount of victim to perform cast on it (health >= minhp2cast)
int maxhp2cast; // max hp amount of victim to perform cast on it (health <= maxhp2cast)
};
enum
{
TARGET_SELF,
TARGET_VARIOUS,
TARGET_ATTACKING,
TARGET_DESTINATION,
TARGET_SOURCE,
TARGET_RANDOM_FRIEND, // doesn't work yet
TARGET_RANDOM_SINGLE,
TARGET_RANDOM_DESTINATION,
//.....add
};
#endif