Esempio n. 1
0
 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();
     }
 }
Esempio n. 2
0
 void SpellHit(Unit* /*pCaster*/, const SpellInfo* pSpell)
 {
     if (HasFollowState(STATE_FOLLOW_INPROGRESS | STATE_FOLLOW_PAUSED) && pSpell->Id == SPELL_AWAKEN)
         ClearSleeping();
 }