BossAI::BossAI(Creature* creature, uint32 bossId) : ScriptedAI(creature),
    instance(creature->GetInstanceScript()),
    summons(creature),
    _boundary(instance ? instance->GetBossBoundary(bossId) : NULL),
    _bossId(bossId)
{
    SetImmuneToPushPullEffects(true);
}
Exemple #2
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        boss_general_vezaxAI(Creature* c) : ScriptedAI(c)
        {
            m_pInstance = c->GetInstanceScript();
            VarporList = std::list<uint64>();
            SetImmuneToPushPullEffects(true);

            // add interrupt flag
            SpellEntry* tempSpell;
            tempSpell = GET_SPELL(SPELL_SEARING_FLAMES);
            if (tempSpell)
                tempSpell->InterruptFlags |= SPELL_INTERRUPT_FLAG_INTERRUPT;
        }
Exemple #3
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 boss_gurtogg_bloodboilAI(Creature *c) : ScriptedAI(c)
 {
     pInstance = c->GetInstanceScript();
     SetImmuneToPushPullEffects(true);
 }
BossAI::BossAI(Creature *c, uint32 id) : ScriptedAI(c)
, bossId(id), summons(me), instance(c->GetInstanceScript())
, boundary(instance ? instance->GetBossBoundary(id) : NULL)
{
    SetImmuneToPushPullEffects(true);
}