270 go->SetGoState(state);
322 trigger->CastSpell(
nullptr, spellId,
true);
@ TEMPSUMMON_CORPSE_TIMED_DESPAWN
std::set< ObjectGuid > GuidSet
uint32 const EncounterCount
void SetGoState(GOState state)
void RemoveFlag(GameObjectFlags flags)
void SetFlag(GameObjectFlags flags)
void SetBossNumber(uint32 number)
virtual bool SetBossState(uint32 id, EncounterState state)
virtual void OnCreatureCreate(Creature *creature) override
void LoadDungeonEncounterData(T const &encounters)
EncounterState GetBossState(uint32 id) const
virtual void OnGameObjectCreate(GameObject *go) override
void LoadDoorData(DoorData const *data)
GameObject * GetGameObject(uint32 type)
bool _SkipCheckRequiredBosses(Player const *player=nullptr) const
void SetHeaders(std::string const &dataHeaders)
void LoadObjectData(ObjectData const *creatureData, ObjectData const *gameObjectData)
static ObjectGuid GetGUID(Object const *o)
TempSummon * SummonCreature(uint32 entry, Position const &pos, TempSummonType despawnType=TEMPSUMMON_MANUAL_DESPAWN, Milliseconds despawnTime=0s, uint32 vehId=0, uint32 spellId=0, ObjectGuid privateObjectOwner=ObjectGuid::Empty)
Creature * FindNearestCreature(uint32 entry, float range, bool alive=true) const
virtual void SetData(uint32, uint32)
InstanceScript * GetInstanceScript(InstanceMap *map) const override
@ SPELL_FIRE_BEAM_MAMMOTH
@ SPELL_FIRE_BEAM_ELEMENTAL
#define GundrakScriptName
#define RegisterGundrakGameObjectAI(ai_name)
constexpr Milliseconds TIMER_STATUE_ACTIVATION
@ DATA_DRAKKARI_COLOSSUS_ALTAR
@ DATA_DRAKKARI_COLOSSUS_STATUE
@ GO_DRAKKARI_COLOSSUS_STATUE
@ GO_ECK_THE_FEROCIOUS_DOOR_BEHIND
@ GO_ECK_THE_FEROCIOUS_DOOR
@ GO_DRAKKARI_COLOSSUS_ALTAR
ObjectData const gameObjectData[]
void AddSC_instance_gundrak()
ObjectData const creatureData[]
DoorData const doorData[]
Position const EckSpawnPoint
DungeonEncounterData const encounters[]
go_gundrak_altar(GameObject *go)
bool OnGossipHello(Player *) override
InstanceScript * instance
GOState MoorabiStatueState
void AfterDataLoad() override
bool SetBossState(uint32 type, EncounterState state) override
void OnUnitDeath(Unit *unit) override
void Update(uint32 diff) override
void OnCreatureCreate(Creature *creature) override
void SetData(uint32 type, uint32 data) override
GOState DrakkariColossusStatueState
void OnGameObjectCreate(GameObject *go) override
void ToggleGameObject(uint32 type, GOState state)
GOState SladRanStatueState
bool CheckRequiredBosses(uint32 bossId, Player const *player=nullptr) const override
bool IsBridgeReady() const
instance_gundrak_InstanceMapScript(InstanceMap *map)