Example #1
0
void MoonScriptCreatureAI::OnDied(Unit *pKiller)
{
	RandomEmote(mOnDiedEmotes);
	CancelAllSpells();
	CancelAllTimers();
	RemoveAllAuras();
	if( mDespawnWhenInactive ) Despawn(DEFAULT_DESPAWN_TIMER);
}
Example #2
0
// -----------------------------------------------------------------------------
// CInviteUAS::~CInviteUAS
// Transaction must clear pointers to the 2xx, as UAS will delete the 2xx.
// -----------------------------------------------------------------------------
//
CInviteUAS::~CInviteUAS()
	{
	CancelAllTimers();

    if (IsSending2xx() && iTransaction && !iTransaction->HasTerminated())
        {
		CInviteServerTransaction::Ptr(*iTransaction).Leave2xxForUAS();	
		}
	}
Example #3
0
void ArcScriptCreatureAI::OnCombatStop(Unit* pTarget)
{
	CancelAllSpells();
	CancelAllTimers();
	RemoveAllAuras();
	SetBehavior(Behavior_Default);
	_unit->GetAIInterface()->SetAIState(STATE_IDLE);
	RemoveAIUpdateEvent();
	if( mDespawnWhenInactive ) Despawn(DEFAULT_DESPAWN_TIMER);
}
Example #4
0
void MoonScriptCreatureAI::OnCombatStop(Unit *pTarget)
{
	CancelAllSpells();
	CancelAllTimers();
	RemoveAllAuras();
	SetCanMove(true);
	SetBehavior(Behavior_Default);
	if( mDespawnWhenInactive )
		Despawn(DEFAULT_DESPAWN_TIMER);
}
Example #5
0
void MoonScriptCreatureAI::OnCombatStop(Unit* pTarget)
{
	CancelAllSpells();
	CancelAllTimers();
	RemoveAllAuras();
	SetCanMove(true);
	SetBehavior(Behavior_Default);
	//_unit->GetAIInterface()->SetAIState(STATE_IDLE);				// Fix for stucking mobs that don't regen
	RemoveAIUpdateEvent();
	if( mDespawnWhenInactive ) Despawn(DEFAULT_DESPAWN_TIMER);
}
Example #6
0
TimerManager::~TimerManager()
{
	CancelAllTimers();
}