Exemplo n.º 1
0
 // summoning function for second phase
 void SummonWaveP2()
 {
     if (Is25ManRaid())
     {
         uint8 addIndex = addWaveCounter & 1;
         _SummonAdd(addEntries[addIndex], addSpawnPos[addIndex*3]);
         _SummonAdd(addEntries[addIndex ^ 1], addSpawnPos[addIndex*3+1]);
         _SummonAdd(addEntries[addIndex], addSpawnPos[addIndex*3+2]);
     }
     else
         _SummonAdd(addEntries[urand(0,1)], addSpawnPos[6]);
     ++addWaveCounter;
 }
Exemplo n.º 2
0
 // summoning function for second phase
 void SummonWaveP2()
 {
     if (getDifficulty() == RAID_DIFFICULTY_25MAN_HEROIC)
     {
         uint8 addIndex = uiAddWaveCounter & 1;
         _SummonAdd(uiAddEntries[addIndex], addSpawnPos[addIndex*3]);
         _SummonAdd(uiAddEntries[addIndex ^ 1], addSpawnPos[addIndex*3+1]);
         _SummonAdd(uiAddEntries[addIndex], addSpawnPos[addIndex*3+2]);
     }
     else
         _SummonAdd(uiAddEntries[urand(0,1)], addSpawnPos[6]);
     ++uiAddWaveCounter;
 }
Exemplo n.º 3
0
 // summoning function for first phase
 void SummonWaveP1()
 {
     uint8 addIndex = addWaveCounter & 1;
     uint8 addIndexOther = uint8(addIndex ^ 1);
     if (addWaveCounter || !sPoolMgr->IsSpawnedObject<Quest>(QUEST_DEPROGRAMMING))
         _SummonAdd(addEntries[addIndex], addSpawnPos[addIndex*3]);
     else
         _SummonAdd(NPC_DARNAVAN, addSpawnPos[addIndex*3]);
     _SummonAdd(addEntries[addIndexOther], addSpawnPos[addIndex*3+1]);
     _SummonAdd(addEntries[addIndex], addSpawnPos[addIndex*3+2]);
     if (Is25ManRaid())
     {
         _SummonAdd(addEntries[addIndexOther], addSpawnPos[addIndexOther*3]);
         _SummonAdd(addEntries[addIndex], addSpawnPos[addIndexOther*3+1]);
         _SummonAdd(addEntries[addIndexOther], addSpawnPos[addIndexOther*3+2]);
         _SummonAdd(addEntries[urand(0,1)], addSpawnPos[6]);
     }
     ++addWaveCounter;
 }
Exemplo n.º 4
0
 // summoning function for first phase
 void SummonWaveP1()
 {
     uint8 addIndex = uiAddWaveCounter & 1;
     uint8 addIndexOther = addIndex ^ 1;
     _SummonAdd(uiAddEntries[addIndex], addSpawnPos[addIndex*3]);
     _SummonAdd(uiAddEntries[addIndexOther], addSpawnPos[addIndex*3+1]);
     _SummonAdd(uiAddEntries[addIndex], addSpawnPos[addIndex*3+2]);
     if (getDifficulty() == RAID_DIFFICULTY_25MAN_NORMAL || getDifficulty() == RAID_DIFFICULTY_25MAN_HEROIC)
     {
         _SummonAdd(uiAddEntries[addIndexOther], addSpawnPos[addIndexOther*3]);
         _SummonAdd(uiAddEntries[addIndex], addSpawnPos[addIndexOther*3+1]);
         _SummonAdd(uiAddEntries[addIndexOther], addSpawnPos[addIndexOther*3+2]);
         _SummonAdd(uiAddEntries[urand(0,1)], addSpawnPos[6]);
     }
     ++uiAddWaveCounter;
 }
 // summoning function for first phase
 void SummonWaveP1()
 {
     uint8 addIndex = addWaveCounter & 1;
     uint8 addIndexOther = uint8(addIndex ^ 1);
     _SummonAdd(addEntries[addIndex], addSpawnPos[addIndex*3]);
     _SummonAdd(addEntries[addIndexOther], addSpawnPos[addIndex*3+1]);
     _SummonAdd(addEntries[addIndex], addSpawnPos[addIndex*3+2]);
     if (Is25ManRaid())
     {
         _SummonAdd(addEntries[addIndexOther], addSpawnPos[addIndexOther*3]);
         _SummonAdd(addEntries[addIndex], addSpawnPos[addIndexOther*3+1]);
         _SummonAdd(addEntries[addIndexOther], addSpawnPos[addIndexOther*3+2]);
         _SummonAdd(addEntries[urand(0,1)], addSpawnPos[6]);
     }
     ++addWaveCounter;
 }