void JustDied(Unit* /*killer*/) override { Talk(SAY_DEATH); _JustDied(); ShatterRemainingCrystals(); }
void JustDied(Unit* /*killer*/) override { Talk(SAY_DEATH); instance->SetData(DATA_SELIN_EVENT, DONE); // Encounter complete! ShatterRemainingCrystals(); }
void JustDied(Unit* pKiller) { DoScriptText(SAY_DEATH, m_creature); if (!m_pInstance) return; m_pInstance->SetData(TYPE_SELIN, DONE); // Encounter complete! ShatterRemainingCrystals(); }
void JustDied(Unit* /*killer*/) { DoScriptText(SAY_DEATH, me); if (!instance) return; instance->SetData(DATA_SELIN_EVENT, DONE); // Encounter complete! instance->HandleGameObject(instance->GetData64(DATA_SELIN_ENCOUNTER_DOOR), true); // Open the encounter door instance->HandleGameObject(instance->GetData64(DATA_SELIN_DOOR), true); // Open the door leading further in ShatterRemainingCrystals(); }
void JustDied(Unit* killer) { DoScriptText(SAY_DEATH, m_creature); if (!m_pInstance) { error_log(ERROR_INST_DATA); return; } m_pInstance->SetData(DATA_SELIN_EVENT, DONE); // Encounter complete! if (GameObject* pEncounterDoor = m_pInstance->instance->GetGameObject(m_pInstance->GetData64(DATA_SELIN_ENCOUNTER_DOOR))) pEncounterDoor->SetGoState(GO_STATE_ACTIVE); // Open the encounter door if (GameObject* pContinueDoor = m_pInstance->instance->GetGameObject(m_pInstance->GetData64(DATA_SELIN_DOOR))) pContinueDoor->SetGoState(GO_STATE_ACTIVE); // Open the door leading further in ShatterRemainingCrystals(); }
void JustDied(Unit* killer) { DoYell(SAY_DEATH, LANG_UNIVERSAL, NULL); DoPlaySoundToSet(m_creature, SOUND_DEATH); if(!pInstance) { error_log(ERROR_INST_DATA); return; } pInstance->SetData(DATA_SELIN_EVENT, DONE); // Encounter complete! GameObject* EncounterDoor = GameObject::GetGameObject((*m_creature), pInstance->GetData64(DATA_SELIN_ENCOUNTER_DOOR)); if( EncounterDoor ) EncounterDoor->SetGoState(0); // Open the encounter door GameObject* ContinueDoor = GameObject::GetGameObject(*m_creature, pInstance->GetData64(DATA_SELIN_DOOR)); if( ContinueDoor ) ContinueDoor->SetGoState(0); // Open the door leading further in ShatterRemainingCrystals(); }