void JustReachedHome()
 {
     instance->SendEncounterUnit(ENCOUNTER_FRAME_DISENGAGE, me);
     _JustReachedHome();
     instance->SetBossState(DATA_TEMPLE_GUARDIAN_ANHUUR, FAIL);
 }
Exemple #2
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 void JustReachedHome()
 {
     _JustReachedHome();
     instance->SetBossState(DATA_FESTERGUT, FAIL);
 }
Exemple #3
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 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();
 }
Exemple #11
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 void JustReachedHome()
 {
     _JustReachedHome();
 }
 void JustReachedHome()
 {
     _JustReachedHome();
     instance->SetBossState(BOSS_WARLORD, FAIL);
 }
Exemple #13
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 void JustReachedHome()
 {
     _JustReachedHome();
     me->SetFlying(false);
     me->RemoveUnitMovementFlag(MOVEMENTFLAG_LEVITATING);
 }
Exemple #14
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 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);
 }
Exemple #17
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 void JustReachedHome()
 {
     _JustReachedHome();
     summons.DespawnAll();
 }