void DamageTaken(Unit* /*done_by*/, uint32 &damage) { if (withbody) return; switch (Phase) { case 1: if (me->HealthBelowPctDamaged(67, damage)) Disappear(); break; case 2: if (me->HealthBelowPctDamaged(34, damage)) Disappear(); break; case 3: if (damage >= me->GetHealth()) { die = true; withbody = true; wait = 300; damage = me->GetHealth() - me->CountPctFromMaxHealth(1); me->SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NON_ATTACKABLE); me->StopMoving(); //me->GetMotionMaster()->MoveIdle(); DoCast(me, SPELL_HEAD_IS_DEAD); } break; } }
//---------------------------------------------------------------------------------------------------------- void NebuTxt::Affiche(Ufloat laptime) { Forsaken1->Affiche(laptime); Disappear(Forsaken1, 12.0f); by1->Affiche(laptime); Disappear(by1, 11.0f); destiny->Affiche(laptime); Disappear(destiny, 10.5f); Forsaken2->Affiche(laptime); Disappear(Forsaken2, 8.0f); by2->Affiche(laptime); Disappear(by2, 7.5f); my1->Affiche(laptime); Disappear(my1, 7.0f); own->Affiche(laptime); Disappear(own, 7.0f); mind->Affiche(laptime); Disappear(mind, 7.0f); I->Affiche(laptime); Disappear(I, 7.0f); must->Affiche(laptime); Disappear(must, 7.0f); remove->Affiche(laptime); Disappear(remove, 7.0f); my2->Affiche(laptime); Disappear(my2, 7.0f); skin->Affiche(laptime); Disappear(skin, 7.0f); to->Affiche(laptime); Disappear(to, 7.0f); see->Affiche(laptime); Disappear(see, 7.0f); belief->Affiche(laptime); Disappear(belief, 7.0f); in->Affiche(laptime); Disappear(in, 7.0f); your->Affiche(laptime); Disappear(your, 7.0f); eyes->Affiche(laptime); Disappear(eyes, 7.0f); }