void BattlegroundEY::StartingEventOpenDoors() { SpawnBGObject(BG_EY_OBJECT_DOOR_A, RESPAWN_ONE_DAY); SpawnBGObject(BG_EY_OBJECT_DOOR_H, RESPAWN_ONE_DAY); for (uint32 i = BG_EY_OBJECT_N_BANNER_FEL_REAVER_CENTER; i <= BG_EY_OBJECT_FLAG_NETHERSTORM; ++i) SpawnBGObject(i, RESPAWN_IMMEDIATELY); for (uint32 i = 0; i < EY_POINTS_MAX; ++i) { //randomly spawn buff uint8 buff = urand(0, 2); SpawnBGObject(BG_EY_OBJECT_SPEEDBUFF_FEL_REAVER + buff + i * 3, RESPAWN_IMMEDIATELY); } // Achievement: Flurry StartCriteriaTimer(CRITERIA_TIMED_TYPE_EVENT, BG_EY_EVENT_START_BATTLE); }
void BattlegroundWS::StartingEventOpenDoors() { for (uint32 i = BG_WS_OBJECT_DOOR_A_1; i <= BG_WS_OBJECT_DOOR_A_6; ++i) DoorOpen(i); for (uint32 i = BG_WS_OBJECT_DOOR_H_1; i <= BG_WS_OBJECT_DOOR_H_4; ++i) DoorOpen(i); for (uint32 i = BG_WS_OBJECT_A_FLAG; i <= BG_WS_OBJECT_BERSERKBUFF_2; ++i) SpawnBGObject(i, RESPAWN_IMMEDIATELY); SpawnBGObject(BG_WS_OBJECT_DOOR_A_5, RESPAWN_ONE_DAY); SpawnBGObject(BG_WS_OBJECT_DOOR_A_6, RESPAWN_ONE_DAY); SpawnBGObject(BG_WS_OBJECT_DOOR_H_3, RESPAWN_ONE_DAY); SpawnBGObject(BG_WS_OBJECT_DOOR_H_4, RESPAWN_ONE_DAY); // players joining later are not eligibles StartCriteriaTimer(CRITERIA_TIMED_TYPE_EVENT, WS_EVENT_START_BATTLE); }