Ejemplo n.º 1
0
    void JustReachedHome()
    {
        if (m_pInstance)
            m_pInstance->SetData(TYPE_KELTHUZAD, FAIL);

        DespawnAllIntroCreatures();
    }
Ejemplo n.º 2
0
    void Reset()
    {
        m_uiFrostBoltTimer = urand(1000, 5000);
        m_uiFrostBoltNovaTimer = 15000;
        m_uiChainsTimer = urand(60000, 90000);
        m_uiManaDetonationTimer = urand(30000, 60000);
        m_uiShadowFissureTimer = urand (15000, 40000);
        m_uiFrostBlastTimer = urand(45000, 50000);
        m_uiGuardiansTimer = 5000;
        memset(&m_auiGuardiansGUID, 0, sizeof(m_auiGuardiansGUID));
        m_uiGuardiansCount = 0;
        m_uiGuardiansCountMax = m_bIsRegularMode ? 2 : 4;
        m_uiPhase1Timer = 228000;                           //Phase 1 lasts "3 minutes and 48 seconds"
        m_uiSoldierTimer = 5000;
        m_uiUndeadTimer = 5000;
        DespawnAllIntroCreatures();
        m_bSummonedIntro = false;
        m_bIsPhase3 = false;
        m_lChainsTargets.clear();

        // it may be some spell should be used instead, to control the intro phase
        m_creature->SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NON_ATTACKABLE);
    }