void WaypointReached(uint32 uiPointId) { Player* pPlayer = GetPlayerForEscort(); if (!pPlayer) return; switch(uiPointId) { case 1: DoScriptText(SAY_RIN_FREE, me, pPlayer); break; case 7: DoSpawnAmbush(true); break; case 13: DoSpawnAmbush(false); break; case 17: DoScriptText(SAY_RIN_COMPLETE, me, pPlayer); pPlayer->GroupEventHappens(QUEST_RINJI_TRAPPED, me); SetRun(); m_uiPostEventCount = 1; break; } }
void WaypointReached(uint32 waypointId) override { Player* player = GetPlayerForEscort(); if (!player) return; switch (waypointId) { case 1: Talk(SAY_RIN_FREE, player); break; case 7: DoSpawnAmbush(true); break; case 13: DoSpawnAmbush(false); break; case 17: Talk(SAY_RIN_COMPLETE, player); player->GroupEventHappens(QUEST_RINJI_TRAPPED, me); SetRun(); postEventCount = 1; break; } }