void instance_dire_maul::OnCreatureDeath(Creature* pCreature) { switch (pCreature->GetEntry()) { // East // - Handling Zevrim and Old Ironbark for the door event case NPC_ZEVRIM_THORNHOOF: SetData(TYPE_ZEVRIM, DONE); break; case NPC_IRONBARK_REDEEMED: SetData(TYPE_IRONBARK, DONE); break; // West // - Handling of guards of generators case NPC_ARCANE_ABERRATION: case NPC_MANA_REMNANT: PylonGuardJustDied(pCreature); break; // - InstData settings case NPC_TENDRIS_WARPWOOD: SetData(TYPE_WARPWOOD, DONE); break; case NPC_IMMOLTHAR: SetData(TYPE_IMMOLTHAR, DONE); break; // North // - Handling of Ogre Boss (Assume boss can be handled in Acid) case NPC_KING_GORDOK: SetData(TYPE_KING_GORDOK, DONE); break; } }
void instance_dire_maul::OnCreatureDeath(Creature* pCreature) { switch (pCreature->GetEntry()) { // East // - Handling Zevrim and Old Ironbark for the door event case NPC_ZEVRIM_THORNHOOF: SetData(TYPE_ZEVRIM, DONE); break; case NPC_IRONBARK_REDEEMED: SetData(TYPE_IRONBARK, DONE); break; // West // - Handling of guards of generators case NPC_ARCANE_ABERRATION: case NPC_MANA_REMNANT: PylonGuardJustDied(pCreature); break; // - InstData settings case NPC_TENDRIS_WARPWOOD: SetData(TYPE_WARPWOOD, DONE); break; case NPC_IMMOLTHAR: SetData(TYPE_IMMOLTHAR, DONE); break; // North // - Handling of Ogre Boss (Assume boss can be handled in Acid) case NPC_KING_GORDOK: SetData(TYPE_KING_GORDOK, DONE); break; // Handle Ogre guards for Tribute Run chest case NPC_GUARD_MOLDAR: SetData(TYPE_MOLDAR, DONE); break; case NPC_GUARD_FENGUS: SetData(TYPE_FENGUS, DONE); break; case NPC_GUARD_SLIPKIK: SetData(TYPE_SLIPKIK, DONE); break; case NPC_CAPTAIN_KROMCRUSH: SetData(TYPE_KROMCRUSH, DONE); break; case NPC_CHORUSH: SetData(TYPE_CHORUSH, DONE); break; case NPC_STOMPER_KREEG: SetData(TYPE_STOMPER_KREEG, DONE); break; } }
void instance_dire_maul::OnCreatureDeath(Creature* pCreature) { switch (pCreature->GetEntry()) { // West // - Handling of generator guards case NPC_ARCANE_ABERRATION: case NPC_MANA_REMNANT: PylonGuardJustDied(pCreature); break; case NPC_PRINCE_TORTHELDRIN: SetData(TYPE_PRINCE_TORTHELDRIN, DONE); case NPC_IMMOLTHAR: SetData(TYPE_IMMOLTHAR, DONE); break; } }