예제 #1
0
        void KilledUnit(Unit * victim)
        {
            DoScriptText(RAND(SAY_SLAY1,SAY_SLAY2,SAY_SLAY3), me);

            if (victim && (victim->GetTypeId() == TYPEID_PLAYER))
                GainSoulCharge(CAST_PLR(victim));
        }
예제 #2
0
        void KilledUnit(Unit* victim)
        {
            Talk(SAY_SLAY);

            if (victim && victim->GetTypeId() == TYPEID_PLAYER)
                GainSoulCharge(victim->ToPlayer());
        }
예제 #3
0
        void KilledUnit(Unit* victim)
        {
            Talk(SAY_SLAY);

            if (auto const player = victim->ToPlayer())
                GainSoulCharge(player);
        }
예제 #4
0
        void KilledUnit(Unit* victim)
        {
            Talk(SAY_SLAY);

            if (victim && (victim->GetTypeId() == TYPEID_PLAYER))
                GainSoulCharge(CAST_PLR(victim));
        }
예제 #5
0
    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));
    }
예제 #6
0
    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));
    }