58 door->UseDoorOrButton();
59 door->DespawnOrUnsummon(5s);
72 if (
GameObject const* go =
CreateObject(entry, x, y, z, o, rotation0, rotation1, rotation2, rotation3, goState))
std::vector< ObjectGuid > GuidVector
#define RegisterBattlegroundMapScript(script_name, mapId)
void AddSC_arena_nagrand()
GameObject * CreateObject(uint32 entry, float x, float y, float z, float o, float rotation0, float rotation1, float rotation2, float rotation3, GOState goState=GO_STATE_READY) const
BattlegroundMap * battlegroundMap
GameObject * GetGameObject(ObjectGuid const &guid)
TaskScheduler & Schedule(duration_t time, task_handler_t task)
TaskScheduler & Update()
Update the scheduler to the current time.
@ BG_NA_OBJECT_TYPE_DOOR_2
@ BG_NA_OBJECT_TYPE_DOOR_4
@ BG_NA_OBJECT_TYPE_BUFF_1
@ BG_NA_OBJECT_TYPE_BUFF_2
@ BG_NA_OBJECT_TYPE_DOOR_1
@ BG_NA_OBJECT_TYPE_DOOR_3
void AddDoor(uint32 entry, float x, float y, float z, float o, float rotation0, float rotation1, float rotation2, float rotation3, GOState goState=GO_STATE_READY)
void OnUpdate(uint32 diff) override
arena_nagrand(BattlegroundMap *map)