void DamageTaken(Unit* /*attacker*/, uint32& /*damage*/) { if (!hardMode && phase == PHASE_ONE && !HealthAbovePct(100 - 25 * (heartExposed+1))) { ExposeHeart(); ++heartExposed; } }
void DamageTaken(Unit* /*attacker*/, uint32& /*damage*/) override { if (me->HasUnitState(UNIT_STATE_CASTING)) return; if (!_hardMode && _phase == 1 && !HealthAbovePct(100 - 25 * (_heartExposed+1))) ExposeHeart(); }
void DamageTaken(Unit* /*attacker*/, uint32& /*damage*/) { if (!_hardMode && _phase == 1 && !HealthAbovePct(100 - 25 * (_heartExposed+1))) ExposeHeart(); }
void DamageTaken(Unit* /*attacker*/, uint32& /*damage*/) { if (!_hardMode && _phase == PHASE_ACTIVE && HealthBelowPct(_heartPhase)) ExposeHeart(); }
void DamageTaken(Unit* /*attacker*/, uint32& /*damage*/) { if (!hardMode && phase == PHASE_ONE && HealthBelowPct(heartPhase)) // Bearbeiten: Phasenwechsel ExposeHeart(); }