void EnterCombat(Unit* who) override
 {
     if (Creature* controller = ObjectAccessor::GetCreature(*me, instance->GetGuidData(DATA_ILLIDARI_COUNCIL)))
         ENSURE_AI(npc_illidari_council::npc_illidari_councilAI, controller->AI())->StartEvent(who);
     DoZoneInCombat();
     // Load GUIDs on first aggro because the Creature guids are only set as the creatures are created in world-
     // this means that for each creature, it will attempt to LoadGUIDs even though some of the other creatures are
     // not in world, and thus have no GUID set in the instance data system. Putting it in aggro ensures that all the creatures
     // have been loaded and have their GUIDs set in the instance data system.
     if (!LoadedGUIDs)
         LoadGUIDs();
 }
Example #2
0
 void EnterCombat(Unit* who)
 {
     if (instance)
     {
         Creature* Controller = (Unit::GetCreature(*me, instance->GetData64(DATA_ILLIDARICOUNCIL)));
         if (Controller)
             CAST_AI(mob_illidari_council::mob_illidari_councilAI, Controller->AI())->StartEvent(who);
     }
     else
     {
         sLog->outError(ERROR_INST_DATA);
         EnterEvadeMode();
         return;
     }
     DoZoneInCombat();
     // Load GUIDs on first aggro because the Creature guids are only set as the creatures are created in world-
     // this means that for each creature, it will attempt to LoadGUIDs even though some of the other creatures are
     // not in world, and thus have no GUID set in the instance data system. Putting it in aggro ensures that all the creatures
     // have been loaded and have their GUIDs set in the instance data system.
     if (!LoadedGUIDs)
         LoadGUIDs();
 }