本文整理汇总了C++中RemoveSummons函数的典型用法代码示例。如果您正苦于以下问题:C++ RemoveSummons函数的具体用法?C++ RemoveSummons怎么用?C++ RemoveSummons使用的例子?那么, 这里精选的函数代码示例或许可以为您提供帮助。
在下文中一共展示了RemoveSummons函数的15个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1: Reset
void Reset()
{
RemoveSummons();
me->SetDisplayId(me->GetNativeDisplayId());
me->ClearUnitState(UNIT_STAT_ROOT | UNIT_STAT_STUNNED);
me->SetHomePosition(746.71f, 661.02f, 411.69f, 4.6f);
bEventInProgress = false;
bEvent = false;
bSummonArmy = false;
bDeathArmyDone = false;
bEventInBattle = false;
bFight = false;
if (GameObject* pGO = GameObject::GetGameObject(*me, pInstance->GetData64(DATA_MAIN_GATE1)))
pInstance->HandleGameObject(pGO->GetGUID(), true);
uiPhase = PHASE_UNDEAD;
uiIcyTouchTimer = urand(5000, 9000);
uiIcyTouch1Timer = urand(15000, 15000);
uiPlagueStrikeTimer = urand(10000, 13000);
uiPlagueStrike1Timer = urand(14000, 14000);
uiDeathRespiteTimer = urand(17000, 17000);
uiObliterateTimer = urand(17000, 19000);
uiObliterate1Timer = urand(15000, 15000);
uiDesecrationTimer = urand(15000, 16000);
uiDesecration1Timer = urand(22000, 22000);
uiDeathArmyCheckTimer = 7000;
uiResurrectTimer = 4000;
uiGhoulExplodeTimer = 8000;
uiDeathBiteTimer = urand (2000, 4000);
uiMarkedDeathTimer = urand (5000, 7000);
uiIntroTimer = 5000;
}
示例2: Reset
void Reset()
{
RemoveSummons();
SoulSeverTimer = 7000;
WailOfDarknessTimer = 1000;
}
示例3: Reset
void Reset()
{
Achievement = true;
RemoveSummons();
_Reset();
instance->DoRemoveAurasDueToSpellOnPlayers(SPELL_WORD_OF_SHAME);
}
示例4: JustDied
void JustDied(Unit* /*killer*/)
{
me->SummonCreature(BOSS_COMMANDER_ULTHOK, 59.185f, 802.251f, 805.730f, 0, TEMPSUMMON_CORPSE_TIMED_DESPAWN, 60480000);
DoScriptText(SAY_DEATH, me);
RemoveSummons();
if (instance)
instance->SetData(DATA_LADY_NAZJAR_EVENT, DONE);
}
示例5: JustDied
void JustDied(Unit * /*killer*/)
{
Talk(SAY_DEATH);
RemoveSummons();
instance->DoRemoveAurasDueToSpellOnPlayers(SPELL_WORD_OF_SHAME);
if (Achievement && IsHeroic())
instance->DoCompleteAchievement(ACHIEVEMENT_TO_THE_GROUND);
}
示例6: Reset
void Reset()
{
phase = 1;
count = 0;
nextsummon = 1000;
QuestInProgress = false;
PlayerGUID = 0;
RemoveSummons();
}
示例7: JustDied
void JustDied(Unit* /*pKiller*/)
{
DoScriptText(SAY_DEATH, me);
DoScriptText(SAY_WIN_ERUNAK, pErunak);
RemoveSummons();
pErunak->setFaction(35);
if (pInstance)
pInstance->SetData(DATA_ERUNAK_STONESPEAKER_EVENT, DONE);
}
示例8: JustDied
void JustDied(Unit * /*pKiller*/)
{
if (PlayerGUID)
if (Player *pPlayer = Unit::GetPlayer(*me, PlayerGUID))
if (pPlayer->GetQuestStatus(14154) == QUEST_STATUS_INCOMPLETE)
{
pPlayer->FailQuest(14154);
RemoveSummons();
}
}
示例9: Reset
void Reset ()
{
DustTailTimer = 15000;
ScentOfBloodTimer = 13000;
ViscousPoisonTimer = 7000;
WhirlwindTimer = 35000;
Rage = false;
RemoveSummons();
}
示例10: JustDied
void JustDied(Unit* /*pKiller*/)
{
DoCastAOE(SPELL_PLAY_MOVIE, true);
me->SummonCreature(BOSS_COMMANDER_ULTHOK, 53.106316f, 802.355957f, 805.731812f, 0, TEMPSUMMON_CORPSE_TIMED_DESPAWN);
DoScriptText(SAY_DEATH, me);
RemoveSummons();
if (pInstance)
pInstance->SetData(DATA_LADY_NAZJAR_EVENT, DONE);
}
示例11: JustDied
void JustDied(Unit* /*pKiller*/) override
{
//me->SummonCreature(BOSS_COMMANDER_ULTHOK, 59.185f, 802.251f, 805.730f, 0, TEMPSUMMON_CORPSE_TIMED_DESPAWN, 8640000);
Talk(SAY_DEATH);
RemoveSummons();
pInstance->DoRemoveAurasDueToSpellOnPlayers(SPELL_WORD_OF_SHAME);
if (pInstance)
pInstance->SetData(BOSS_COMMANDER_SPRINGVALE, DONE);
}
示例12: JustDied
void JustDied(Unit* /*Kill*/)
{
RemoveSummons();
Talk(SAY_DEATH);
instance->SetData(DATA_TEMPLE_GUARDIAN_ANHUUR, DONE);
instance->SendEncounterUnit(ENCOUNTER_FRAME_REMOVE, me);
GameObject* Bridge = me->FindNearestGameObject(GO_ANHUUR_BRIDGE, 200);
if (Bridge)
Bridge->SetGoState(GO_STATE_ACTIVE);
}
示例13: JustDied
void JustDied(Unit* /*Kill*/)
{
RemoveSummons();
//Talk(SAY_DEATH);
if (pInstance)
pInstance->SetData(DATA_TEMPLE_GUARDIAN_ANHUUR_EVENT, DONE);
GameObject* Bridge = me->FindNearestGameObject(GO_ANHUUR_BRIDGE, 200);
if (Bridge)
Bridge->SetGoState(GO_STATE_ACTIVE);
}
示例14: Reset
void Reset()
{
_Reset();
instance->SetData(DATA_TEMPLE_GUARDIAN_ANHUUR, NOT_STARTED);
Phase = PHASE_NORMAL;
PhaseCount = 0;
FlameCount = 2;
RemoveSummons();
me->RemoveAurasDueToSpell(SPELL_SHIELD_OF_LIGHT);
me->RemoveAurasDueToSpell(SPELL_DIVINE_RECKONING);
instance->SendEncounterUnit(ENCOUNTER_FRAME_REMOVE, me);
}
示例15: DamageTaken
void DamageTaken(Unit* pKiller, uint32 &damage)
{
if (Phase == PHASE_WAITING)
{
DivineReckoningTimer = 8000;
SearingFlameTimer = 5000;
LeverActivated = 0;
me->RemoveAurasDueToSpell(SPELL_REVERBERATING_HYMN);
Phase = PHASE_NORMAL;
RemoveSummons();
}
}