void ReceiveAIEvent(AIEventType eventType, Creature* /*pSender*/, Unit* pInvoker, uint32 uiMiscValue) override { if (eventType == AI_EVENT_CUSTOM_A && pInvoker->GetTypeId() == TYPEID_PLAYER) { if (HasFollowState(STATE_FOLLOW_INPROGRESS | STATE_FOLLOW_PAUSED)) ClearSleeping(); } }
void SpellHit(Unit* /*pCaster*/, const SpellInfo* pSpell) { if (HasFollowState(STATE_FOLLOW_INPROGRESS | STATE_FOLLOW_PAUSED) && pSpell->Id == SPELL_AWAKEN) ClearSleeping(); }