void JustReachedHome() { instance->SendEncounterUnit(ENCOUNTER_FRAME_DISENGAGE, me); _JustReachedHome(); instance->SetBossState(DATA_TEMPLE_GUARDIAN_ANHUUR, FAIL); }
void JustReachedHome() { _JustReachedHome(); instance->SetBossState(DATA_FESTERGUT, FAIL); }
void JustReachedHome() override { _JustReachedHome(); DoCast(me, SPELL_SOULSTORM_CHANNEL, true); }
void JustReachedHome() { instance->SendEncounterUnit(ENCOUNTER_FRAME_DISENGAGE, me); _JustReachedHome(); }
void JustReachedHome() override { instance->SendEncounterUnit(ENCOUNTER_FRAME_DISENGAGE, me); _JustReachedHome(); instance->SetBossState(DATA_ANRAPHET, FAIL); }
void JustReachedHome() { _JustReachedHome(); instance->SetBossState(DATA_LORD_MARROWGAR, FAIL); instance->SetData(DATA_BONED_ACHIEVEMENT, uint32(true)); // reset }
void JustReachedHome() { _JustReachedHome(); me->SetCanFly(false); me->SetDisableGravity(false); }
void JustReachedHome() { _JustReachedHome(); Talk(SAY_WIPE); }
void JustReachedHome() override { _JustReachedHome(); DoCastAOE(SPELL_HEARTH_BEAM_VISUAL, true); }
void JustReachedHome() override { _JustReachedHome(); SummonAdds(); }
void JustReachedHome() { _JustReachedHome(); }
void JustReachedHome() { _JustReachedHome(); instance->SetBossState(BOSS_WARLORD, FAIL); }
void JustReachedHome() { _JustReachedHome(); me->SetFlying(false); me->RemoveUnitMovementFlag(MOVEMENTFLAG_LEVITATING); }
void JustReachedHome() { _JustReachedHome(); instance->SetBossState(DATA_ROTFACE, FAIL); instance->SetData(DATA_OOZE_DANCE_ACHIEVEMENT, uint32(true)); // reset }
void JustReachedHome() { Prepare(); _JustReachedHome(); }
void JustReachedHome() override { _JustReachedHome(); instance->SetBossState(DATA_GENERAL_ZARITHRIAN, FAIL); }
void JustReachedHome() { _JustReachedHome(); summons.DespawnAll(); }