100 else if (state ==
FAIL)
120 vazruden->DespawnOrUnsummon();
uint32 const EncounterCount
void SetBossNumber(uint32 number)
virtual bool SetBossState(uint32 id, EncounterState state)
Creature * GetCreature(uint32 type)
void LoadObjectData(std::span< ObjectData const > creatureData, std::span< ObjectData const > gameObjectData)
void SetHeaders(std::string_view dataHeaders)
void LoadDungeonEncounterData(std::span< DungeonEncounterData const > encounters)
EncounterState GetBossState(uint32 id) const
GameObject * GetGameObject(uint32 type)
bool SpawnGroupSpawn(uint32 groupId, bool ignoreRespawn=false, bool force=false, std::vector< WorldObject * > *spawnedObjects=nullptr)
virtual void OnUnitDeath(Unit *unit)
InstanceScript * GetInstanceScript(InstanceMap *map) const override
@ DATA_VAZRUDEN_THE_HERALD
@ DATA_WATCHKEEPER_GARGOLMAR
@ DATA_OMOR_THE_UNSCARRED
@ GO_FEL_IRON_CHEST_HEROIC
@ GO_FEL_IRON_CHEST_NORMAL
static constexpr ObjectData creatureData[]
void AddSC_instance_ramparts()
static constexpr ObjectData gameObjectData[]
static constexpr DungeonEncounterData encounters[]
void OnUnitDeath(Unit *unit) override
instance_ramparts_InstanceMapScript(InstanceMap *map)
uint8 HellfireSentryDeadCount
void AfterDataLoad() override
void OnPlayerEnter(Player *) override
void Update(uint32 diff) override
bool SetBossState(uint32 type, EncounterState state) override