Esempio n. 1
0
    bool SetupChain()
    {
        // Check, if instance_ script failed or encounter finished
        if (!m_pInstance || m_pInstance->GetData(TYPE_THADDIUS) == DONE)
            return true;

        GameObject* pNoxTeslaFeugen  = m_pInstance->GetSingleGameObjectFromStorage(GO_CONS_NOX_TESLA_FEUGEN);
        GameObject* pNoxTeslaStalagg = m_pInstance->GetSingleGameObjectFromStorage(GO_CONS_NOX_TESLA_STALAGG);

        // Try again, till Tesla GOs are spawned
        if (!pNoxTeslaFeugen || !pNoxTeslaStalagg)
            return false;

        m_bToFeugen = m_creature->GetDistanceOrder(pNoxTeslaFeugen, pNoxTeslaStalagg);

        return DoCastSpellIfCan(m_creature, m_bToFeugen ? SPELL_FEUGEN_CHAIN : SPELL_STALAGG_CHAIN) == CAST_OK;
    }
Esempio n. 2
0
    void ReApplyChain(uint32 uiEntry)
    {
        if (uiEntry)                                        // called from Stalagg/Feugen with their entry
        {
            // Only apply chain to own add
            if ((uiEntry == NPC_FEUGEN && !m_bToFeugen) || (uiEntry == NPC_STALAGG && m_bToFeugen))
                return;

            m_bReapply = true;                              // Reapply Chains on next tick
        }
        else                                                // if called from next tick, needed because otherwise the spell doesn't bind
        {
            m_bReapply = false;
            m_creature->InterruptNonMeleeSpells(true);
            GameObject* pGo = m_pInstance->GetSingleGameObjectFromStorage(m_bToFeugen ? GO_CONS_NOX_TESLA_FEUGEN : GO_CONS_NOX_TESLA_STALAGG);

            if (pGo && pGo->GetGoType() == GAMEOBJECT_TYPE_BUTTON && pGo->getLootState() == GO_ACTIVATED)
                pGo->ResetDoorOrButton();

            DoCastSpellIfCan(m_creature, m_bToFeugen ? SPELL_FEUGEN_CHAIN : SPELL_STALAGG_CHAIN);
        }
    }