void EnterEvadeMode(EvadeReason /*why*/) override
 {
     DoCast(SPELL_SHADOW_OF_DEATH_REMOVE);
     summons.DespawnAll();
     _DespawnAtEvade();
 }
Example #2
0
 void EnterEvadeMode(EvadeReason why) override
 {
     BossAI::EnterEvadeMode(why);
     instance->SendEncounterUnit(ENCOUNTER_FRAME_DISENGAGE, me);
     _DespawnAtEvade();
 }
Example #3
0
 void EnterEvadeMode(EvadeReason /*why*/) override
 {
     summons.DespawnAll();
     _DespawnAtEvade();
 }
 void EnterEvadeMode(EvadeReason /*why*/) override
 {
     me->GetMotionMaster()->MoveTargetedHome();
     instance->SendEncounterUnit(ENCOUNTER_FRAME_DISENGAGE, me);
     _DespawnAtEvade();
 }
 void EnterEvadeMode(EvadeReason /*why*/) override
 {
     _DespawnAtEvade();
 }
Example #6
0
 void EnterEvadeMode()
 {
     instance->SendEncounterUnit(ENCOUNTER_FRAME_DISENGAGE, me);
     me->GetMotionMaster()->MoveTargetedHome();
     _DespawnAtEvade();
 }
 void EnterEvadeMode(EvadeReason /*why*/) override
 {
     instance->SendEncounterUnit(ENCOUNTER_FRAME_DISENGAGE, me);
     _DespawnAtEvade();
 }