void KilledUnit(Unit * victim) { DoScriptText(RAND(SAY_SLAY1,SAY_SLAY2,SAY_SLAY3), me); if (victim && (victim->GetTypeId() == TYPEID_PLAYER)) GainSoulCharge(CAST_PLR(victim)); }
void KilledUnit(Unit* victim) { Talk(SAY_SLAY); if (victim && victim->GetTypeId() == TYPEID_PLAYER) GainSoulCharge(victim->ToPlayer()); }
void KilledUnit(Unit* victim) { Talk(SAY_SLAY); if (auto const player = victim->ToPlayer()) GainSoulCharge(player); }
void KilledUnit(Unit* victim) { Talk(SAY_SLAY); if (victim && (victim->GetTypeId() == TYPEID_PLAYER)) GainSoulCharge(CAST_PLR(victim)); }
void KilledUnit(Unit *victim) { switch(rand()%2) { case 0: DoScriptText(SAY_SLAY1, m_creature); break; case 1: DoScriptText(SAY_SLAY2, m_creature); break; case 2: DoScriptText(SAY_SLAY3, m_creature); break; } if (victim && (victim->GetTypeId() == TYPEID_PLAYER)) GainSoulCharge(CAST_PLR(victim)); }
void KilledUnit(Unit *victim) { switch(urand(0, 2)) { case 0: DoScriptText(SAY_SLAY1, me); break; case 1: DoScriptText(SAY_SLAY2, me); break; case 2: DoScriptText(SAY_SLAY3, me); break; } if (victim && (victim->GetTypeId() == TYPEID_PLAYER)) GainSoulCharge(((Player*)victim)); }