void MoonScriptCreatureAI::OnDied(Unit *pKiller) { RandomEmote(mOnDiedEmotes); CancelAllSpells(); CancelAllTimers(); RemoveAllAuras(); if( mDespawnWhenInactive ) Despawn(DEFAULT_DESPAWN_TIMER); }
// ----------------------------------------------------------------------------- // 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(); } }
void ArcScriptCreatureAI::OnCombatStop(Unit* pTarget) { CancelAllSpells(); CancelAllTimers(); RemoveAllAuras(); SetBehavior(Behavior_Default); _unit->GetAIInterface()->SetAIState(STATE_IDLE); RemoveAIUpdateEvent(); if( mDespawnWhenInactive ) Despawn(DEFAULT_DESPAWN_TIMER); }
void MoonScriptCreatureAI::OnCombatStop(Unit *pTarget) { CancelAllSpells(); CancelAllTimers(); RemoveAllAuras(); SetCanMove(true); SetBehavior(Behavior_Default); if( mDespawnWhenInactive ) Despawn(DEFAULT_DESPAWN_TIMER); }
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); }
TimerManager::~TimerManager() { CancelAllTimers(); }