78 trigger->RemoveAllAuras();
79 trigger->AI()->Reset();
88 else if (state ==
DONE)
179 malygos->AI()->DoAction(0);
182 exitPortal->Delete();
196 for (
auto* ref : malygos->GetThreatManager().GetUnsortedThreatList())
@ RAID_DIFFICULTY_10MAN_NORMAL
std::list< ObjectGuid > GuidList
bool Create(ObjectGuid::LowType guidlow, uint32 name_id, Map *map, uint32 phaseMask, Position const &pos, QuaternionData const &rotation, uint32 animprogress, GOState go_state, uint32 artKit=0, bool dynamic=false, ObjectGuid::LowType spawnid=0)
void SetBossNumber(uint32 number)
virtual bool SetBossState(uint32 id, EncounterState state)
EncounterState GetBossState(uint32 id) const
void LoadBossBoundaries(BossBoundaryData const &data)
void SetHeaders(std::string const &dataHeaders)
ObjectGuid::LowType GenerateLowGuid()
GameObject * GetGameObject(ObjectGuid const &guid)
Difficulty GetDifficulty() const
Creature * GetCreature(ObjectGuid const &guid)
static ObjectGuid const Empty
static ObjectGuid GetGUID(Object const *o)
static Player * ToPlayer(Object *o)
void SetControlled(bool apply, UnitState state)
SpellCastResult CastSpell(CastSpellTargetArg const &targets, uint32 spellId, CastSpellExtraArgs const &args={ })
InstanceScript * GetInstanceScript(InstanceMap *map) const override
instance_eye_of_eternity()
@ DATA_POWER_SPARKS_HANDLING
@ SPELL_SUMMOM_RED_DRAGON_BUDDY
@ DATA_HEART_OF_MAGIC_GUID
@ DATA_ALEXSTRASZA_BUNNY_GUID
@ DATA_FOCUSING_IRIS_GUID
@ DATA_GIFT_BOX_BUNNY_GUID
BossBoundaryData const boundaries
void AddSC_instance_eye_of_eternity()
void GetPosition(float &x, float &y) const
ObjectGuid GetGuidData(uint32 data) const override
void OnUnitDeath(Unit *unit) override
ObjectGuid giftBoxBunnyGUID
ObjectGuid alexstraszaBunnyGUID
instance_eye_of_eternity_InstanceMapScript(InstanceMap *map)
void SetData(uint32 data, uint32) override
void OnPlayerEnter(Player *player) override
Position exitPortalPosition
void ProcessEvent(WorldObject *, uint32 eventId) override
void PowerSparksHandling()
void SpawnGameObject(uint32 entry, Position const &pos)
Position focusingIrisPosition
ObjectGuid exitPortalGUID
ObjectGuid heartOfMagicGUID
void OnCreatureCreate(Creature *creature) override
void OnPlayerLeave(Player *player) override
void OnGameObjectCreate(GameObject *go) override
bool SetBossState(uint32 type, EncounterState state) override
ObjectGuid lastPortalGUID