void JustReachedHome() { if (m_pInstance) m_pInstance->SetData(TYPE_KELTHUZAD, FAIL); DespawnAllIntroCreatures(); }
void Reset() { m_uiFrostBoltTimer = urand(1000, 5000); m_uiFrostBoltNovaTimer = 15000; m_uiChainsTimer = urand(60000, 90000); m_uiManaDetonationTimer = urand(30000, 60000); m_uiShadowFissureTimer = urand (15000, 40000); m_uiFrostBlastTimer = urand(45000, 50000); m_uiGuardiansTimer = 5000; memset(&m_auiGuardiansGUID, 0, sizeof(m_auiGuardiansGUID)); m_uiGuardiansCount = 0; m_uiGuardiansCountMax = m_bIsRegularMode ? 2 : 4; m_uiPhase1Timer = 228000; //Phase 1 lasts "3 minutes and 48 seconds" m_uiSoldierTimer = 5000; m_uiUndeadTimer = 5000; DespawnAllIntroCreatures(); m_bSummonedIntro = false; m_bIsPhase3 = false; m_lChainsTargets.clear(); // it may be some spell should be used instead, to control the intro phase m_creature->SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NON_ATTACKABLE); }