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