Beispiel #1
0
	void OnCombatStart(Unit* pTarget)
	{
		SetDisplayWeapon(true, true);
		ParentClass::OnCombatStart(pTarget);

		mAliveAdds = 0;
		mLastYell = -1;
		for (int i = 0; i < 4; ++i)
		{
			Unit* pAdd = ForceCreatureFind(Adds[i]);
			if (pAdd != NULL && pAdd->isAlive())
			{
				Unit* pTarget = GetBestPlayerTarget();
				if (pTarget != NULL)
				{
					pAdd->GetAIInterface()->AttackReaction(pTarget, 200);
				}

				++mAliveAdds;
			}
		}
		if (mAliveAdds > 1)
		{
			SetCanEnterCombat(false);
			SetBehavior(Behavior_Spell);
			SetCanMove(false);
		}
	}
Beispiel #2
0
 void OnLoad()
 {
     RegisterAIUpdateEvent(500);
     _unit->SetUInt32Value(UNIT_FIELD_FLAGS, 33024); // from database
     _unit->SetFaction(7);
     _unit->SetStandState( uint8(STANDSTATE_KNEEL) );
     SetDisplayWeapon(false, false);
     state = -1;
     anchorGuid = 0;
     ParentClass::OnLoad();
 }