void Update(uint32 diff) override { if (m_LoadingInstanceTimer < diff) { if (m_IsTeamNpcsSpawned) m_LoadingInstanceTimer = 0; else { SpawnNpcs(); m_LoadingInstanceTimer = 100; } } else m_LoadingInstanceTimer -= diff; if (m_doorTimer < diff) { m_doorTimer = 5000; if (GameObject* door = instance->GetGameObject(m_ListOfGUID[DATA_IRONAYA_SEAL_DOOR])) if (GetData(ENC_IRONAYA) == DONE) door->SetGoState(GO_STATE_ACTIVE); if (GameObject* door = instance->GetGameObject(m_ListOfGUID[DATA_TEMPLE_DOOR_1])) if (GetData(ENC_ANCIENT_STONE_KEEPER) == DONE) door->SetGoState(GO_STATE_ACTIVE); if (GameObject* door = instance->GetGameObject(m_ListOfGUID[DATA_TEMPLE_DOOR_2])) if (GetData(ENC_ANCIENT_STONE_KEEPER) == DONE) door->SetGoState(GO_STATE_ACTIVE); } else m_doorTimer -= diff; }
void Update(uint32 diff) override { if (m_LoadingInstanceTimer < diff) { if (m_IsTeamNpcsSpawned) { m_LoadingInstanceTimer = 0; m_checkGameProgressTimer = 100; } else { SpawnNpcs(); m_LoadingInstanceTimer = 100; } } else m_LoadingInstanceTimer -= diff; if (m_checkGameProgressTimer < diff) { m_checkGameProgressTimer = 5000; DoCheckGameProgress(); } else m_checkGameProgressTimer -= diff; }