Exemplo n.º 1
0
 void Reset()
 {
     _Reset();
     phase = 0;
     me->RemoveAllAuras();
     RespawnEncounter(instance, me);
 }
 void Reset()
 {
     _Reset();
     phase = 0;
     me->ResetLootMode();
     me->RemoveAllAuras();
     me->RemoveUnitMovementFlag(MOVEMENTFLAG_LEVITATING);
     RespawnEncounter(instance, me);
 }
 void Reset()
 {
     _Reset();
     _phase = 0;
     me->RemoveAllAuras();
     me->RemoveLootMode(LOOT_MODE_DEFAULT);
     if (instance)
         RespawnEncounter(instance, me);
 }
Exemplo n.º 4
0
 void Reset() {
     events.Reset();
     phase = 0;
     me->RemoveAllAuras();
     if (instance) {
         instance->SetBossState(TYPE_ASSEMBLY, NOT_STARTED);
         RespawnEncounter(instance, me);
     }
 }
Exemplo n.º 5
0
 void Reset()
 {
     _Reset();
     phase = 0;
     me->RemoveAllAuras();
     me->SetLevitate(false);
     me->ApplySpellImmune(0, IMMUNITY_MECHANIC, MECHANIC_INTERRUPT, false);  // Should be interruptable unless overridden by spell (Overload)
     me->ApplySpellImmune(0, IMMUNITY_MECHANIC, MECHANIC_STUN, false);   // Reset immumity, Brundir should be stunnable by default
     RespawnEncounter(instance, me);
 }
Exemplo n.º 6
0
        void Reset() {
            if (instance) {
                instance->SetData(TYPE_ASSEMBLY, NOT_STARTED);
                RespawnEncounter(instance, me);
            }

            me->RemoveAllAuras();
            events.Reset();
            phase = 0;
        }
 void Reset()
 {
     events.Reset();
     phase = 0;
     me->RemoveAllAuras();
     if (pInstance)
     {
         pInstance->SetBossState(BOSS_ASSEMBLY_OF_IRON, NOT_STARTED);
         RespawnEncounter(pInstance, me);
     }
 }
        void Reset()
        {
            if (pInstance)
            {
                pInstance->SetData(BOSS_ASSEMBLY_OF_IRON, NOT_STARTED);
                RespawnEncounter(pInstance, me);
            }

            me->RemoveAllAuras();
            events.Reset();
            phase = 0;
        }
Exemplo n.º 9
0
 void Reset()
 {
     events.Reset();
     phase = 0;
     me->RemoveAllAuras();
     me->RemoveLootMode(LOOT_MODE_DEFAULT);
     if (pInstance)
     {
         pInstance->SetBossState(TYPE_ASSEMBLY, NOT_STARTED);
         RespawnEncounter(pInstance, me);
     }
 }
Exemplo n.º 10
0
            void Reset()
            {
                _Reset();
                _phase = 0;
                _forceLand = false;
                me->RemoveAllAuras();
                me->RemoveLootMode(LOOT_MODE_DEFAULT);
                if (instance)
                    RespawnEncounter(instance, me);

                me->SetSpeed(MOVE_RUN, 1.42857f);
                if (me->HasUnitMovementFlag(MOVEMENTFLAG_LEVITATING))
                {
                    me->RemoveUnitMovementFlag(MOVEMENTFLAG_LEVITATING);
                    me->SendMovementFlagUpdate();
                }
            }