void WaypointReached(uint32 uiPointId) { switch(uiPointId) { case 8: DoScriptText(SAY_LAKO_LOOK_OUT, m_creature); DoSpawnBandits(ID_AMBUSH_1); break; case 14: DoScriptText(SAY_LAKO_HERE_COME, m_creature); DoSpawnBandits(ID_AMBUSH_2); break; case 21: DoScriptText(SAY_LAKO_MORE, m_creature); DoSpawnBandits(ID_AMBUSH_3); break; case 45: if (Player* pPlayer = GetPlayerForEscort()) pPlayer->GroupEventHappens(QUEST_FREE_AT_LAST, m_creature); break; } }
void WaypointReached(uint32 waypointId) override { switch (waypointId) { case 8: Talk(SAY_LAKO_LOOK_OUT); DoSpawnBandits(ID_AMBUSH_1); break; case 14: Talk(SAY_LAKO_HERE_COME); DoSpawnBandits(ID_AMBUSH_2); break; case 21: Talk(SAY_LAKO_MORE); DoSpawnBandits(ID_AMBUSH_3); break; case 45: if (Player* player = GetPlayerForEscort()) player->GroupEventHappens(QUEST_FREE_AT_LAST, me); break; } }