void JustDied(Unit* /*killer*/) override
            {
                Talk(SAY_DEATH);
                _JustDied();

                ShatterRemainingCrystals();
            }
        void JustDied(Unit* /*killer*/) override
        {
            Talk(SAY_DEATH);

            instance->SetData(DATA_SELIN_EVENT, DONE);         // Encounter complete!
            ShatterRemainingCrystals();
        }
    void JustDied(Unit* pKiller)
    {
        DoScriptText(SAY_DEATH, m_creature);

        if (!m_pInstance)
            return;

        m_pInstance->SetData(TYPE_SELIN, DONE);             // Encounter complete!

        ShatterRemainingCrystals();
    }
        void JustDied(Unit* /*killer*/)
        {
            DoScriptText(SAY_DEATH, me);

            if (!instance)
                return;

            instance->SetData(DATA_SELIN_EVENT, DONE);         // Encounter complete!
            instance->HandleGameObject(instance->GetData64(DATA_SELIN_ENCOUNTER_DOOR), true);                  // Open the encounter door
            instance->HandleGameObject(instance->GetData64(DATA_SELIN_DOOR), true);                 // Open the door leading further in
            ShatterRemainingCrystals();
        }
Beispiel #5
0
    void JustDied(Unit* killer)
    {
        DoScriptText(SAY_DEATH, m_creature);

        if (!m_pInstance)
        {
            error_log(ERROR_INST_DATA);
            return;
        }

        m_pInstance->SetData(DATA_SELIN_EVENT, DONE);         // Encounter complete!

        if (GameObject* pEncounterDoor = m_pInstance->instance->GetGameObject(m_pInstance->GetData64(DATA_SELIN_ENCOUNTER_DOOR)))
            pEncounterDoor->SetGoState(GO_STATE_ACTIVE);    // Open the encounter door

        if (GameObject* pContinueDoor = m_pInstance->instance->GetGameObject(m_pInstance->GetData64(DATA_SELIN_DOOR)))
            pContinueDoor->SetGoState(GO_STATE_ACTIVE);     // Open the door leading further in

        ShatterRemainingCrystals();
    }
Beispiel #6
0
    void JustDied(Unit* killer)
    {
        DoYell(SAY_DEATH, LANG_UNIVERSAL, NULL);
        DoPlaySoundToSet(m_creature, SOUND_DEATH);

        if(!pInstance)
        {
            error_log(ERROR_INST_DATA);
            return;
        }

        pInstance->SetData(DATA_SELIN_EVENT, DONE);         // Encounter complete!

        GameObject* EncounterDoor = GameObject::GetGameObject((*m_creature), pInstance->GetData64(DATA_SELIN_ENCOUNTER_DOOR));
        if( EncounterDoor )
            EncounterDoor->SetGoState(0);                   // Open the encounter door

        GameObject* ContinueDoor = GameObject::GetGameObject(*m_creature, pInstance->GetData64(DATA_SELIN_DOOR));
        if( ContinueDoor )
            ContinueDoor->SetGoState(0);                    // Open the door leading further in

        ShatterRemainingCrystals();
    }