void JustDied(Unit* /*killer*/) { if(!IsHeroic()) Talk(SAY_DEATH); else Talk(SAY_DEATH_H); removeCorruption(); summons.DespawnAll(); if (instance) { instance->DoRemoveAurasDueToSpellOnPlayers(SPELL_CORRUPTION_SICKNESS); instance->DoRemoveAurasDueToSpellOnPlayers(SPELL_CORRUPTION_ABSOLUTE); instance->DoRemoveAurasDueToSpellOnPlayers(SPELL_CORRUPTION_ABSOLUTE_TRIGGERED); instance->DoRemoveAurasDueToSpellOnPlayers(SPELL_CORRUPTION_MALFORMATION); instance->DoRemoveAurasDueToSpellOnPlayers(SPELL_CORRUPTION_MALFORMATION_TRIGGERED); instance->DoRemoveAurasDueToSpellOnPlayers(SPELL_CORRUPTION_SICKNESS_TRIGGERED); instance->DoRemoveAurasDueToSpellOnPlayers(SPELL_RIDE_VEHICLE_HARDCODED); instance->SetBossState(DATA_CHOGALL, DONE); instance->SendEncounterUnit(ENCOUNTER_FRAME_DISENGAGE, me); // Remove } if(Creature* trigger = me->FindNearestCreature(NPC_CHOGALL_COG_TRIGGER, 200.0f, true)) trigger->DisappearAndDie(); if (me->GetMap()->IsHeroic()) if (GameObject* sinestraDoor = me->FindNearestGameObject(GO_CHOGALL_FLOOR, 200.0f)) sinestraDoor->SetGoState(GO_STATE_ACTIVE); _JustDied(); }
void EnterEvadeMode() { Reset(); removeCorruption(); Talk(SAY_EVADE); me->GetMotionMaster()->MoveTargetedHome(); if (Creature* trigger = me->FindNearestCreature(NPC_CHOGALL_COG_TRIGGER, 200.0f, true)) if(trigger->HasAura(SPELL_CORR_OLD_GOD)) trigger->RemoveAurasDueToSpell(SPELL_CORR_OLD_GOD); if (instance) { instance->SetBossState(DATA_CHOGALL, FAIL); instance->SendEncounterUnit(ENCOUNTER_FRAME_DISENGAGE, me); // Remove } _EnterEvadeMode(); }
void JustDied(Unit* /*killer*/) { if(!IsHeroic()) Talk(SAY_DEATH); else Talk(SAY_DEATH_H); removeCorruption(); summons.DespawnAll(); if (instance) { instance->SetBossState(DATA_CHOGALL, DONE); instance->SendEncounterUnit(ENCOUNTER_FRAME_DISENGAGE, me); // Remove } if(Creature* trigger = me->FindNearestCreature(NPC_CHOGALL_COG_TRIGGER, 200.0f, true)) trigger->DisappearAndDie(); if (me->GetMap()->IsHeroic()) if (GameObject* sinestraDoor = me->FindNearestGameObject(GO_CHOGALL_FLOOR, 200.0f)) sinestraDoor->SetGoState(GO_STATE_ACTIVE); _JustDied(); }