void Reset() { AxesCleanup(); ClearWeapons(); InfernalCleanup(); positions.clear(); for (uint8 i = 0; i < 5; ++i) enfeeble_targets[i] = 0; for (uint8 i = 0; i < TOTAL_INFERNAL_POINTS; ++i) positions.push_back(&InfernalPoints[i]); EnfeebleTimer = 30000; EnfeebleResetTimer = 38000; ShadowNovaTimer = 35500; SWPainTimer = 20000; AmplifyDamageTimer = 5000; Cleave_Timer = 8000; InfernalTimer = 45000; InfernalCleanupTimer = 47000; AxesTargetSwitchTimer = urand(7500, 20000); SunderArmorTimer = urand(5000, 10000); phase = 1; if (pInstance) pInstance->HandleGameObject(pInstance->GetData64(DATA_GO_NETHER_DOOR), true); }
void Reset() { AxesCleanup(); ClearWeapons(); InfernalCleanup(); positions.clear(); for(int i =0; i < 5; ++i) { enfeeble_targets[i] = 0; enfeeble_health[i] = 0; } for(int i = 0; i < TOTAL_INFERNAL_POINTS; ++i) positions.push_back(&InfernalPoints[i]); EnfeebleTimer = 30000; EnfeebleResetTimer = 38000; ShadowNovaTimer = 35500; SWPainTimer = 20000; AmplifyDamageTimer = 5000; Cleave_Timer = 8000; InfernalTimer = 45000; InfernalCleanupTimer = 47000; AxesTargetSwitchTimer = urand(7500, 20000); SunderArmorTimer = urand(5000, 10000); phase = 1; }
void Reset() { AxesCleanup(); ClearWeapons(); InfernalCleanup(); m_positions.clear(); for (uint8 i = 0; i < 5; ++i) { m_aEnfeebleTargetGuid[i].Clear(); m_auiEnfeebleHealth[i] = 0; } for(int i = 0; i < TOTAL_INFERNAL_POINTS; ++i) m_positions.push_back(&InfernalPoints[i]); m_uiEnfeebleTimer = 30000; m_uiEnfeebleResetTimer = 38000; m_uiShadowNovaTimer = 35500; m_uiSWPainTimer = 20000; m_uiAmplifyDamageTimer = 5000; m_uiCleave_Timer = 8000; InfernalTimer = 45000; m_uiInfernalCleanupTimer = 47000; m_uiAxesTargetSwitchTimer = urand(7500, 20000); SunderArmorTimer = urand(5000, 10000); m_uiPhase = 1; }
void JustDied(Unit *victim) { DoScriptText(SAY_DEATH, m_creature); AxesCleanup(); ClearWeapons(); InfernalCleanup(); positions.clear(); for(int i = 0; i < TOTAL_INFERNAL_POINTS; ++i) positions.push_back(&InfernalPoints[i]); }
void JustDied(Unit* /*killer*/) override { Talk(SAY_DEATH); AxesCleanup(); ClearWeapons(); InfernalCleanup(); positions.clear(); for (uint8 i = 0; i < TOTAL_INFERNAL_POINTS; ++i) positions.push_back(&InfernalPoints[i]); instance->HandleGameObject(instance->GetGuidData(DATA_GO_NETHER_DOOR), true); }
void Reset() override { AxesCleanup(); ClearWeapons(); InfernalCleanup(); positions.clear(); Initialize(); for (uint8 i = 0; i < TOTAL_INFERNAL_POINTS; ++i) positions.push_back(&InfernalPoints[i]); instance->HandleGameObject(instance->GetGuidData(DATA_GO_NETHER_DOOR), true); }
void JustDied(Unit* /*victim*/) { DoScriptText(SAY_DEATH, me); AxesCleanup(); ClearWeapons(); InfernalCleanup(); positions.clear(); for (uint8 i = 0; i < TOTAL_INFERNAL_POINTS; ++i) positions.push_back(&InfernalPoints[i]); if (pInstance) pInstance->HandleGameObject(pInstance->GetData64(DATA_GO_NETHER_DOOR), true); }