void JustDied(Unit *victim) { if (m_pInstance) { m_pInstance->SetData(DATA_HIGHWARLORDNAJENTUSEVENT, DONE); ToggleGate(false); } DoScriptText(SAY_DEATH, m_creature); }
void Reset() { ToggleGate(OPEN); SetCombatMovement(true); m_bInMelee = true; m_uiKnockAwayTimer = urand(15000, 20000); m_uiPummelTimer = urand(5000, 10000); m_uiShootTimer = 1000; m_uiSummonRiflemanTimer = 5000; }
void JustDied(Unit* Victim) { ToggleGate(OPEN); }
void Aggro(Unit* pWho) override { ToggleGate(CLOSED); }