// 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; }
// 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; }
// 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; }
// 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; }