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    C++ Ascent Script Documentation

    C++ INFO
    Code:
    /////////////////
    //    CHAT    //
    ///////////////
     void SendChatMessage(uint8 type, uint32 lang, const char *msg);
     void SendChatMessageAlternateEntry(uint32 entry, uint8 type, uint32 lang, const char * msg);
     void RegisterPeriodicChatMessage(uint32 delay, uint32 msgid, std::string message, bool sendnotify);
     void DelayedChatMessage(uint32 delay, uint32 msgid, std::string message, bool sendnotify);
     void SendNotifyToNearby(uint32 msgid);
     void SendNotifyToNearbyCreature(uint32 msgid, uint32 entryid);
    /////////////////
    // CAST-SPELL //
    ///////////////
     void CastSpell(Unit* Target, uint32 SpellID, bool triggered);
     void CastSpell(Unit* Target, SpellEntry* Sp, bool triggered);
     void CastSpell(uint64 targetGuid, uint32 SpellID, bool triggered);
     void CastSpell(uint64 targetGuid, SpellEntry* Sp, bool triggered);
     void CastSpellAoF(float x,float y,float z,SpellEntry* Sp, bool triggered);
     void EventCastSpell(Unit * Target, SpellEntry * Sp);
     bool isCasting();
     bool IsInInstance();
         void CalculateResistanceReduction(Unit *pVictim,dealdamage *dmg) ;
     void RegenerateHealth();
     void RegeneratePower(bool isinterrupted);
     inline void setHRegenTimer(uint32 time) {m_H_regenTimer = time; }
     inline void setPRegenTimer(uint32 time) {m_P_regenTimer = time; }
     inline void setPIRegenTimer(uint32 time) {m_P_I_regenTimer = time; }
     void DeMorph();
     uint32 ManaShieldAbsorb(uint32 dmg);
     void smsg_AttackStart(Unit* pVictim);
     void smsg_AttackStop(Unit* pVictim);
     void smsg_AttackStop(uint64 victimGuid);
     bool IsDazed();
     float spellcritperc;
    ////////////////
    //  COMBAT   //
    //////////////
     inline int GetHealthPct() { return (int)(GetUInt32Value(UNIT_FIELD_HEALTH) * 100 / GetUInt32Value(UNIT_FIELD_MAXHEALTH)); };
     inline int GetManaPct() { return (int)(GetUInt32Value(UNIT_FIELD_POWER1) * 100 / GetUInt32Value(UNIT_FIELD_MAXPOWER1)); };
     void AddAttackTarget(const uint64& guid);    // this means we clicked attack, not actually striked yet, so they shouldnt be in combat.
     void ClearPrimaryAttackTarget();     // means we deselected the unit, stopped attacking it.
     void OnDamageDealt(Unit * pTarget);     // this is what puts the other person in combat.
     void WeHealed(Unit * pHealTarget);     // called when a player heals another player, regardless of combat state.
     void RemoveAttacker(Unit * pAttacker, const uint64& guid);  // this means we stopped attacking them totally. could be because of deagro, etc.
     void RemoveAttackTarget(Unit * pTarget);    // means our DoT expired.
     void UpdateFlag();       // detects if we have changed combat state (in/out), and applies the flag.
     inline bool IsInCombat() { return m_lastStatus; }   // checks if we are in combat or not.
     void OnRemoveFromWorld();      // called when we are removed from world, kills all references to us.
    ////////////////
    //  STEALTH  //
    //////////////
     inline int32 GetStealthLevel() { return m_stealthLevel; }
     inline int32 GetStealthDetectBonus() { return m_stealthDetectBonus; }
     inline void SetStealth(uint32 id) { m_stealth = id; }
     inline bool IsStealth() { return (m_stealth!=0 ? true : false); }
     float detectRange;
    //////////////////
    //INVISIBILITY //
    ////////////////
     bool m_invisible;
     uint8 m_invisFlag;
     int32 m_invisDetect[INVIS_FLAG_TOTAL];
     bool HasAura(uint32 visualid);//not spell id!!!
     bool HasActiveAura(uint32 spelllid);
     bool HasActiveAura(uint32 spelllid,uint64);
     void GiveGroupXP(Unit *pVictim, Player *PlayerInGroup);
    /////////////////
    // DEATHSTATE //
    ///////////////
     inline bool isAlive() { return m_deathState == ALIVE; };
     inline bool isDead() { return  m_deathState !=ALIVE; };
     virtual void setDeathState(DeathState s) {
      m_deathState = s;
     };
     DeathState getDeathState() { return m_deathState; }
     void OnDamageTaken();
    ////////////////
    //   EVENT   //
    //////////////
     void Emote (EmoteType emote);
     void EventAddEmote(EmoteType emote, uint32 time);
     void EmoteExpire();
     inline void setEmoteState(uint8 emote) { m_emoteState = emote; };
     inline uint32 GetOldEmote() { return m_oldEmote; }
     void EventSummonPetExpire();
     void EventAurastateExpire(uint32 aurastateflag){RemoveFlag(UNIT_FIELD_AURASTATE,aurastateflag);} //hmm this looks like so not necesary :S
     void EventHealthChangeSinceLastUpdate();
     void SetStandState (uint8 standstate);
    //////////////////
    //  MOVEMENT   //
    ////////////////
     int32 m_speedModifier;
     int32 m_slowdown;
     map< uint32, int32 > speedReductionMap;
     bool GetSpeedDecrease();
     int32 m_mountedspeedModifier;
     int32 m_flyspeedModifier;
     void UpdateSpeed(bool delay = false);
     void EnableFlight(bool delay = false);
     void DisableFlight(bool delay = false);
     void MoveToWaypoint(uint32 wp_id); 
     _unit->GetAIInterface()->StopMovement(18000);
    ///////////////
    //   AURA   //
    /////////////
     void AddAura(Aura *aur);
      //! Remove aura from unit
     bool RemoveAura(Aura *aur);
     bool RemoveAura(uint32 spellId);
     bool RemoveAura(uint32 spellId,uint64 guid);
     bool RemoveAuraByNameHash(uint32 namehash);  //required to remove weaker instances of a spell
     bool RemoveAuraPosByNameHash(uint32 namehash);  //required to remove weaker instances of a spell
     bool RemoveAuraNegByNameHash(uint32 namehash);  //required to remove weaker instances of a spell
     bool RemoveAuras(uint32 * SpellIds);
     void EventRemoveAura(uint32 SpellId)
     {
      RemoveAura(SpellId);
     }
      //! Remove all auras
     void RemoveAllAuras();
         void RemoveAllAuraType(uint32 auratype);  //ex:to remove morph spells
     bool RemoveAllAuraByNameHash(uint32 namehash);  //required to remove weaker instances of a spell
     bool RemoveAllPosAuraByNameHash(uint32 namehash); //required to remove weaker instances of a spell
     bool RemoveAllNegAuraByNameHash(uint32 namehash); //required to remove weaker instances of a spell
     void RemoveNegativeAuras();
     void RemoveAllAreaAuras();
      // Temporary remove all auras
      // Find auras
     Aura* FindAura(uint32 spellId);
     Aura* FindAura(uint32 spellId, uint64 guid);
     bool SetAurDuration(uint32 spellId,Unit* caster,uint32 duration);
     bool SetAurDuration(uint32 spellId,uint32 duration);
     void DropAurasOnDeath();
     void castSpell(Spell * pSpell);
     void InterruptSpell();
      //Others
     void RemoveAurasByBuffIndexType(uint32 buff_index_type, const uint64 &guid);
     void RemoveAurasByBuffType(uint32 buff_type, const uint64 &guid,uint32 skip);
     bool HasAurasOfBuffType(uint32 buff_type, const uint64 &guid,uint32 skip);
     int  HasAurasWithNameHash(uint32 name_hash);
     bool HasNegativeAuraWithNameHash(uint32 name_hash); //just to reduce search range in some cases
     bool HasNegativeAura(uint32 spell_id); //just to reduce search range in some cases
     
    _unit->Despawn(2000, 8000);      //Despawns the NPC (Time Remove, Time to Respawn)
    _unit->GetAIInterface()->setOutOfCombatRange(200000);   //Sets the Range that the npc needs to reset (Range).
    Flag Commands
    Code:
    enum UnitDynamicFlags
    {
     U_DYN_FLAG_LOOTABLE   = 0x01,
     U_DYN_FLAG_UNIT_TRACKABLE  = 0x02,
     U_DYN_FLAG_TAGGED_BY_OTHER  = 0x04,
     U_DYN_FLAG_TAPPED_BY_PLAYER  = 0x08,
     U_DYN_FLAG_PLAYER_INFO   = 0x10,
     U_DYN_FLAG_DEAD    = 0x20,
    };
    enum DamageFlags
    {
     DAMAGE_FLAG_MELEE    = 1,
     DAMAGE_FLAG_HOLY = 2,
     DAMAGE_FLAG_FIRE = 4,
     DAMAGE_FLAG_NATURE   = 8,
     DAMAGE_FLAG_FROST    = 16,
     DAMAGE_FLAG_SHADOW   = 32,
     DAMAGE_FLAG_ARCANE   = 64
    };
    enum DamageType
    {
     MELEE,
     DUALWIELD,
     RANGED,
    };
    enum VisualState
    {
     ATTACK = 1,
     DODGE,
     PARRY,
     INTERRUPT,
     BLOCK,
     EVADE,
     IMMUNE,
     DEFLECT
    };
    enum HitStatus
    {
     HITSTATUS_HITANIMATION   = 0x02,
     HITSTATUS_DUALWIELD      = 0x04,
     HITSTATUS_MISS           = 0x10,
     HITSTATUS_ABSORBED       = 0x20,
     HITSTATUS_RESIST         = 0x40,
     HITSTATUS_CRICTICAL      = 0x80,
         HITSTATUS_BLOCK          = 0x800,
     HITSTATUS_GLANCING       = 0x4000,
     HITSTATUS_CRUSHINGBLOW   = 0x8000,
     HITSTATUS_NOACTION       = 0x10000,
     HITSTATUS_SWINGNOHITSOUND  = 0x80000 // as in miss?
    };
    enum INVIS_FLAG
    {
     INVIS_FLAG_NORMAL,  // players and units with no special invisibility flags
     INVIS_FLAG_SPIRIT1,
     INVIS_FLAG_SPIRIT2,
     INVIS_FLAG_TRAP,
     INVIS_FLAG_QUEST,
     INVIS_FLAG_GHOST,
     INVIS_FLAG_UNKNOWN6,
     INVIS_FLAG_UNKNOWN7,
     INVIS_FLAG_SHADOWMOON,
     INVIS_FLAG_NETHERSTORM,
     INVIS_FLAG_TOTAL
    };
    UNIT STATE
    Code:
    enum DeathState
    {
     ALIVE = 0,   // Unit is alive and well
     JUST_DIED,   // Unit has JUST died
     CORPSE,   // Unit has died but remains in the world as a corpse
     DEAD  // Unit is dead and his corpse is gone from the world
    };
    #define HIGHEST_FACTION = 46
    enum Factions {
     FACTION_BLOODSAIL_BUCCANEERS,
     FACTION_BOOTY_BAY,
     FACTION_GELKIS_CLAN_CENTAUR,
     FACTION_MAGRAM_CLAN_CENTAUR,
     FACTION_THORIUM_BROTHERHOOD,
     FACTION_RAVENHOLDT,
     FACTION_SYNDICATE,
     FACTION_GADGETZAN,
     FACTION_WILDHAMMER_CLAN,
     FACTION_RATCHET,
     FACTION_UNK1,
     FACTION_UNK2,
     FACTION_UNK3,
     FACTION_ARGENT_DAWN,
     FACTION_ORGRIMMAR,
     FACTION_DARKSPEAR_TROLLS,
     FACTION_THUNDER_BLUFF,
     FACTION_UNDERCITY,
     FACTION_GNOMEREGAN_EXILES,
     FACTION_STORMWIND,
     FACTION_IRONFORGE,
     FACTION_DARNASSUS,
     FACTION_LEATHERWORKING_DRAGON,
     FACTION_LEATHERWORKING_ELEMENTAL,
     FACTION_LEATHERWORKING_TRIBAL,
     FACTION_ENGINEERING_GNOME,
     FACTION_ENGINEERING_GOBLIN,
     FACTION_WINTERSABER_TRAINERS,
     FACTION_EVERLOOK,
     FACTION_BLACKSMITHING_ARMOR,
     FACTION_BLACKSMITHING_WEAPON,
     FACTION_BLACKSMITHING_AXE,
     FACTION_BLACKSMITHING_SWORD,
     FACTION_BLACKSMITHING_HAMMER,
     FACTION_CAER_DARROW,
     FACTION_TIMBERMAW_FURBOLGS,
     FACTION_CENARION_CIRCLE,
     FACTION_SHATTERSPEAR_TROLLS,
     FACTION_RAVASAUR_TRAINERS,
     FACTION_BATTLEGROUND_NEUTRAL,
     FACTION_STORMPIKE_GUARDS,
     FACTION_FROSTWOLF_CLAN,
     FACTION_HYDRAXIAN_WATERLORDS,
     FACTION_MORO_GAI,
     FACTION_SHEN_DRALAR,
     FACTION_SILVERWING_SENTINELS,
     FACTION_WARSONG_OUTRIDERS
    };
    typedef enum
    {
     TEXTEMOTE_AGREE    = 1,
     TEXTEMOTE_AMAZE    = 2,
     TEXTEMOTE_ANGRY    = 3,
     TEXTEMOTE_APOLOGIZE   = 4,
     TEXTEMOTE_APPLAUD   = 5,
     TEXTEMOTE_BASHFUL   = 6,
     TEXTEMOTE_BECKON   = 7,
     TEXTEMOTE_BEG    = 8,
     TEXTEMOTE_BITE    = 9,
     TEXTEMOTE_BLEED    = 10,
     TEXTEMOTE_BLINK    = 11,
     TEXTEMOTE_BLUSH    = 12,
     TEXTEMOTE_BONK    = 13,
     TEXTEMOTE_BORED    = 14,
     TEXTEMOTE_BOUNCE   = 15,
     TEXTEMOTE_BRB    = 16,
     TEXTEMOTE_BOW    = 17,
     TEXTEMOTE_BURP    = 18,
     TEXTEMOTE_BYE    = 19,
     TEXTEMOTE_CACKLE   = 20,
     TEXTEMOTE_CHEER    = 21,
     TEXTEMOTE_CHICKEN   = 22,
     TEXTEMOTE_CHUCKLE   = 23,
     TEXTEMOTE_CLAP    = 24,
     TEXTEMOTE_CONFUSED   = 25,
     TEXTEMOTE_CONGRATULATE    = 26,
     TEXTEMOTE_COUGH    = 27,
     TEXTEMOTE_COWER    = 28,
     TEXTEMOTE_CRACK    = 29,
     TEXTEMOTE_CRINGE   = 30,
     TEXTEMOTE_CRY    = 31,
     TEXTEMOTE_CURIOUS   = 32,
     TEXTEMOTE_CURTSEY   = 33,
     TEXTEMOTE_DANCE    = 34,
     TEXTEMOTE_DRINK    = 35,
     TEXTEMOTE_DROOL    = 36,
     TEXTEMOTE_EAT    = 37,
     TEXTEMOTE_EYE    = 38,
     TEXTEMOTE_FART    = 39,
     TEXTEMOTE_FIDGET   = 40,
     TEXTEMOTE_FLEX    = 41,
     TEXTEMOTE_FROWN    = 42,
     TEXTEMOTE_GASP    = 43,
     TEXTEMOTE_GAZE    = 44,
     TEXTEMOTE_GIGGLE   = 45,
     TEXTEMOTE_GLARE    = 46,
     TEXTEMOTE_GLOAT    = 47,
     TEXTEMOTE_GREET    = 48,
     TEXTEMOTE_GRIN    = 49,
     TEXTEMOTE_GROAN    = 50,
     TEXTEMOTE_GROVEL   = 51,
     TEXTEMOTE_GUFFAW   = 52,
     TEXTEMOTE_HAIL    = 53,
     TEXTEMOTE_HAPPY    = 54,
     TEXTEMOTE_HELLO    = 55,
     TEXTEMOTE_HUG    = 56,
     TEXTEMOTE_HUNGRY   = 57,
     TEXTEMOTE_KISS    = 58,
     TEXTEMOTE_KNEEL    = 59,
     TEXTEMOTE_LAUGH    = 60,
     TEXTEMOTE_LAYDOWN   = 61,
     TEXTEMOTE_MASSAGE   = 62,
     TEXTEMOTE_MOAN    = 63,
     TEXTEMOTE_MOON    = 64,
     TEXTEMOTE_MOURN    = 65,
     TEXTEMOTE_NO    = 66,
     TEXTEMOTE_NOD    = 67,
     TEXTEMOTE_NOSEPICK   = 68,
     TEXTEMOTE_PANIC    = 69,
     TEXTEMOTE_PEER    = 70,
     TEXTEMOTE_PLEAD    = 71,
     TEXTEMOTE_POINT    = 72,
     TEXTEMOTE_POKE    = 73,
     TEXTEMOTE_PRAY    = 74,
     TEXTEMOTE_ROAR    = 75,
     TEXTEMOTE_ROFL    = 76,
     TEXTEMOTE_RUDE    = 77,
     TEXTEMOTE_SALUTE   = 78,
     TEXTEMOTE_SCRATCH   = 79,
     TEXTEMOTE_SEXY    = 80,
     TEXTEMOTE_SHAKE    = 81,
     TEXTEMOTE_SHOUT    = 82,
     TEXTEMOTE_SHRUG    = 83,
     TEXTEMOTE_SHY    = 84,
     TEXTEMOTE_SIGH    = 85,
     TEXTEMOTE_SIT    = 86,
     TEXTEMOTE_SLEEP    = 87,
     TEXTEMOTE_SNARL    = 88,
     TEXTEMOTE_SPIT    = 89,
     TEXTEMOTE_STARE    = 90,
     TEXTEMOTE_SURPRISED   = 91,
     TEXTEMOTE_SURRENDER   = 92,
     TEXTEMOTE_TALK    = 93,
     TEXTEMOTE_TALKEX   = 94,
     TEXTEMOTE_TALKQ    = 95,
     TEXTEMOTE_TAP    = 96,
     TEXTEMOTE_THANK    = 97,
     TEXTEMOTE_THREATEN   = 98,
     TEXTEMOTE_TIRED    = 99,
     TEXTEMOTE_VICTORY   = 100,
     TEXTEMOTE_WAVE    = 101,
     TEXTEMOTE_WELCOME   = 102,
     TEXTEMOTE_WHINE    = 103,
     TEXTEMOTE_WHISTLE   = 104,
     TEXTEMOTE_WORK    = 105,
     TEXTEMOTE_YAWN    = 106,
     TEXTEMOTE_BOGGLE   = 107,
     TEXTEMOTE_CALM    = 108,
     TEXTEMOTE_COLD    = 109,
     TEXTEMOTE_COMFORT   = 110,
     TEXTEMOTE_CUDDLE   = 111,
     TEXTEMOTE_DUCK    = 112,
     TEXTEMOTE_INSULT   = 113,
     TEXTEMOTE_INTRODUCE   = 114,
     TEXTEMOTE_JK    = 115,
     TEXTEMOTE_LICK    = 116,
     TEXTEMOTE_LISTEN   = 117,
     TEXTEMOTE_LOST    = 118,
     TEXTEMOTE_MOCK    = 119,
     TEXTEMOTE_PONDER   = 120,
     TEXTEMOTE_POUNCE   = 121,
     TEXTEMOTE_PRAISE   = 122,
     TEXTEMOTE_PURR    = 123,
     TEXTEMOTE_PUZZLE   = 124,
     TEXTEMOTE_RAISE    = 125,
     TEXTEMOTE_READY    = 126,
     TEXTEMOTE_SHIMMY   = 127,
     TEXTEMOTE_SHIVER   = 128,
     TEXTEMOTE_SHOO    = 129,
     TEXTEMOTE_SLAP    = 130,
     TEXTEMOTE_SMIRK    = 131,
     TEXTEMOTE_SNIFF    = 132,
     TEXTEMOTE_SNUB    = 133,
     TEXTEMOTE_SOOTHE   = 134,
     TEXTEMOTE_STINK    = 135,
     TEXTEMOTE_TAUNT    = 136,
     TEXTEMOTE_TEASE    = 137,
     TEXTEMOTE_THIRSTY   = 138,
     TEXTEMOTE_VETO    = 139,
     TEXTEMOTE_SNICKER   = 140,
     TEXTEMOTE_STAND    = 141,
     TEXTEMOTE_TICKLE   = 142,
     TEXTEMOTE_VIOLIN   = 143,
     TEXTEMOTE_SMILE    = 163,
     TEXTEMOTE_RASP    = 183,
     TEXTEMOTE_PITY    = 203,
     TEXTEMOTE_GROWL    = 204,
     TEXTEMOTE_BARK    = 205,
     TEXTEMOTE_SCARED   = 223,
     TEXTEMOTE_FLOP    = 224,
     TEXTEMOTE_LOVE    = 225,
     TEXTEMOTE_MOO    = 226,
     TEXTEMOTE_COMMEND   = 243,
     TEXTEMOTE_JOKE    = 329
    } TextEmoteType;
    typedef enum
    {
     EMOTE_ONESHOT_NONE  = 0,
     EMOTE_ONESHOT_TALK  = 1,   //DNR
     EMOTE_ONESHOT_BOW  = 2,
     EMOTE_ONESHOT_WAVE  = 3,   //DNR
     EMOTE_ONESHOT_CHEER  = 4,   //DNR
     EMOTE_ONESHOT_EXCLAMATION = 5,   //DNR
     EMOTE_ONESHOT_QUESTION  = 6,
     EMOTE_ONESHOT_EAT  = 7,
     EMOTE_STATE_DANCE  = 10,
     EMOTE_ONESHOT_LAUGH  = 11,
     EMOTE_STATE_SLEEP  = 12,
     EMOTE_STATE_SIT   = 13,
     EMOTE_ONESHOT_RUDE  = 14,  //DNR
     EMOTE_ONESHOT_ROAR  = 15,  //DNR
     EMOTE_ONESHOT_KNEEL  = 16,
     EMOTE_ONESHOT_KISS  = 17,
     EMOTE_ONESHOT_CRY  = 18,
     EMOTE_ONESHOT_CHICKEN  = 19,
     EMOTE_ONESHOT_BEG  = 20,
     EMOTE_ONESHOT_APPLAUD  = 21,
     EMOTE_ONESHOT_SHOUT  = 22,  //DNR
     EMOTE_ONESHOT_FLEX  = 23,
     EMOTE_ONESHOT_SHY  = 24,  //DNR
     EMOTE_ONESHOT_POINT  = 25,  //DNR
     EMOTE_STATE_STAND  = 26,
     EMOTE_STATE_READYUNARMED = 27,
     EMOTE_STATE_WORK  = 28,
     EMOTE_STATE_POINT  = 29,  //DNR
     EMOTE_STATE_NONE  = 30,
     EMOTE_ONESHOT_WOUND  = 33,
     EMOTE_ONESHOT_WOUNDCRITICAL = 34,
     EMOTE_ONESHOT_ATTACKUNARMED = 35,
     EMOTE_ONESHOT_ATTACK1H  = 36,
     EMOTE_ONESHOT_ATTACK2HTIGHT = 37,
     EMOTE_ONESHOT_ATTACK2HLOOSE = 38,
     EMOTE_ONESHOT_PARRYUNARMED = 39,
     EMOTE_ONESHOT_PARRYSHIELD = 43,
     EMOTE_ONESHOT_READYUNARMED = 44,
     EMOTE_ONESHOT_READY1H  = 45,
     EMOTE_ONESHOT_READYBOW  = 48,
     EMOTE_ONESHOT_SPELLPRECAST = 50,
     EMOTE_ONESHOT_SPELLCAST  = 51,
     EMOTE_ONESHOT_BATTLEROAR = 53,
     EMOTE_ONESHOT_SPECIALATTACK1H   = 54,
     EMOTE_ONESHOT_KICK  = 60,
     EMOTE_ONESHOT_ATTACKTHROWN = 61,
     EMOTE_STATE_STUN  = 64,
     EMOTE_STATE_DEAD  = 65,
     EMOTE_ONESHOT_SALUTE  = 66,
     EMOTE_STATE_KNEEL  = 68,
     EMOTE_STATE_USESTANDING  = 69,
     EMOTE_ONESHOT_WAVE_NOSHEATHE    = 70,
     EMOTE_ONESHOT_CHEER_NOSHEATHE   = 71,
     EMOTE_ONESHOT_EAT_NOSHEATHE = 92,
     EMOTE_STATE_STUN_NOSHEATHE = 93,
     EMOTE_ONESHOT_DANCE  = 94,
     EMOTE_ONESHOT_SALUTE_NOSHEATH   = 113,
     EMOTE_STATE_USESTANDING_NOSHEATHE = 133,
     EMOTE_ONESHOT_LAUGH_NOSHEATHE   = 153,
     EMOTE_STATE_WORK_NOSHEATHE = 173,
     EMOTE_STATE_SPELLPRECAST = 193,
     EMOTE_ONESHOT_READYRIFLE = 213,
     EMOTE_STATE_READYRIFLE  = 214,
     EMOTE_STATE_WORK_NOSHEATHE_MINING  = 233,
     EMOTE_STATE_WORK_NOSHEATHE_CHOPWOOD= 234,
     EMOTE_zzOLDONESHOT_LIFTOFF = 253,
     EMOTE_ONESHOT_LIFTOFF  = 254,
     EMOTE_ONESHOT_YES  = 273, //DNR
     EMOTE_ONESHOT_NO  = 274, //DNR
     EMOTE_ONESHOT_TRAIN  = 275, //DNR
     EMOTE_ONESHOT_LAND  = 293,
     EMOTE_STATE_AT_EASE  = 313,
     EMOTE_STATE_READY1H  = 333, 
     EMOTE_STATE_SPELLKNEELSTART = 353,
     EMOTE_STATE_SUBMERGED  = 373,
     EMOTE_ONESHOT_SUBMERGE  = 374,
     EMOTE_STATE_READY2H  = 375,
     EMOTE_STATE_READYBOW  = 376,
     EMOTE_ONESHOT_MOUNTSPECIAL = 377,
     EMOTE_STATE_TALK  = 378,
     EMOTE_STATE_FISHING  = 379,
     EMOTE_ONESHOT_FISHING  = 380,
     EMOTE_ONESHOT_LOOT  = 381,
     EMOTE_STATE_WHIRLWIND  = 382,
     EMOTE_STATE_DROWNED  = 383,
     EMOTE_STATE_HOLD_BOW  = 384,
     EMOTE_STATE_HOLD_RIFLE  = 385,
     EMOTE_STATE_HOLD_THROWN  = 386,
     EMOTE_ONESHOT_DROWN  = 387,
     EMOTE_ONESHOT_STOMP  = 388,
     EMOTE_ONESHOT_ATTACKOFF  = 389,
     EMOTE_ONESHOT_ATTACKOFFPIERCE   = 390,
     EMOTE_STATE_ROAR  = 391,
     EMOTE_STATE_LAUGH  = 392,
     EMOTE_ONESHOT_CREATURE_SPECIAL  = 393,
     EMOTE_ONESHOT_JUMPANDRUN = 394,
     EMOTE_ONESHOT_JUMPEND  = 395,
     EMOTE_ONESHOT_TALK_NOSHEATHE    = 396,
     EMOTE_ONESHOT_POINT_NOSHEATHE   = 397,
     EMOTE_STATE_CANNIBALIZE  = 398,
     EMOTE_ONESHOT_JUMPSTART  = 399,
     EMOTE_STATE_DANCESPECIAL = 400,
     EMOTE_ONESHOT_DANCESPECIAL = 401,
     EMOTE_ONESHOT_CUSTOMSPELL01 = 402,
     EMOTE_ONESHOT_CUSTOMSPELL02 = 403,
     EMOTE_ONESHOT_CUSTOMSPELL03 = 404,
     EMOTE_ONESHOT_CUSTOMSPELL04 = 405,
     EMOTE_ONESHOT_CUSTOMSPELL05 = 406,
     EMOTE_ONESHOT_CUSTOMSPELL06 = 407,
     EMOTE_ONESHOT_CUSTOMSPELL07 = 408,
     EMOTE_ONESHOT_CUSTOMSPELL08 = 409,
     EMOTE_ONESHOT_CUSTOMSPELL09 = 410,
     EMOTE_ONESHOT_CUSTOMSPELL10 = 411,
     EMOTE_STATE_EXCLAIM  = 412,
    } EmoteType;
    enum StandState
    {
     STANDSTATE_STAND  = 0,
     STANDSTATE_SIT   = 1,
     STANDSTATE_SIT_CHAIR  = 2,
     STANDSTATE_SLEEP  = 3,
     STANDSTATE_SIT_LOW_CHAIR = 4,
     STANDSTATE_SIT_MEDIUM_CHAIR  = 5,
     STANDSTATE_SIT_HIGH_CHAIR   = 6,
     STANDSTATE_DEAD   = 7,
     STANDSTATE_KNEEL  = 8
    };
    enum UnitStates
    {
     UNIT_STATE_NORMAL    = 0x01,
     UNIT_STATE_CHARM     = 0x02,
     UNIT_STATE_FEAR      = 0x04,
     UNIT_STATE_ROOT      = 0x08,
     UNIT_STATE_SLEEP     = 0x10,
     UNIT_STATE_SNARE     = 0x20,
     UNIT_STATE_STUN      = 0x40,
     UNIT_STATE_KNOCKOUT  = 0x80,
     UNIT_STATE_BLEED     = 0x100,
     UNIT_STATE_POLYMORPH = 0x200,
     UNIT_STATE_BANISH    = 0x400,
     UNIT_STATE_CONFUSE   = 0x800,
     UNIT_STATE_PACIFY    = 0x1000,
     UNIT_STATE_SILENCE   = 0x2000,
     UNIT_STATE_MOUNT     = 0x4000,
    Credits for this documentation go to Hatrick on AscentEmu.com - Ascent Emulator

    grtz
    Last edited by latruwski; 11-26-2007 at 12:49 PM.

    C++ Ascent Script Documentation
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    Re: C++ Ascent Script Documentation

    Yeah man, i need to learn more about C++, (Gay SChool)

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