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); }
void Reset() { events.Reset(); phase = 0; me->RemoveAllAuras(); if (instance) { instance->SetBossState(TYPE_ASSEMBLY, NOT_STARTED); RespawnEncounter(instance, me); } }
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); }
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; }
void Reset() { events.Reset(); phase = 0; me->RemoveAllAuras(); me->RemoveLootMode(LOOT_MODE_DEFAULT); if (pInstance) { pInstance->SetBossState(TYPE_ASSEMBLY, NOT_STARTED); RespawnEncounter(pInstance, me); } }
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(); } }