43 {
45 {
48 {
50 {
53 {
55 }
56 }
57 }
58 else
59 {
61 {
64 {
66 }
67 }
68 }
69
71 {
72 if (doorController)
73 {
75 {
77 }
78
80 {
82 {
83 instance->HandleGameObject(ObjectGuid::Empty, true, mainGate);
84 }
85 }, 4s);
86 }
88 {
90 }
91 }
92
93 return true;
94 }
95
96 return false;
97 }
@ DONE
Definition: InstanceScript.h:60
@ SAY_LOUD_RUMBLE
Definition: instance_steam_vault.cpp:27
@ SAY_FAINT_ECHO
Definition: instance_steam_vault.cpp:26
@ DATA_MAIN_CHAMBERS_DOOR
Definition: steam_vault.h:39
@ DATA_HYDROMANCER_THESPIA
Definition: steam_vault.h:32
@ DATA_DOOR_CONTROLLER
Definition: steam_vault.h:40
@ DATA_MEKGINEER_STEAMRIGGER
Definition: steam_vault.h:33
@ GO_ACCESS_PANEL_HYDRO
Definition: steam_vault.h:46
@ GO_FLAG_NOT_SELECTABLE
Definition: SharedDefines.h:1607
void AddEventAtOffset(BasicEvent *event, Milliseconds offset)
Definition: EventProcessor.h:108
void Talk(uint8 id, WorldObject const *whisperTarget=nullptr, Milliseconds delay=0s)
Causes the creature to talk/say the text assigned to their entry in the creature_text database table.
Definition: CreatureAI.cpp:49
Definition: Creature.h:46
CreatureAI * AI() const
Definition: Creature.h:136
Definition: GameObject.h:122
void SetGameObjectFlag(GameObjectFlags flags)
Definition: GameObject.h:220
uint32 GetEntry() const
Definition: Object.h:109
InstanceScript * GetInstanceScript() const
Definition: Object.cpp:1192
static ObjectGuid const Empty
Definition: ObjectGuid.h:122
EventProcessor m_Events
Definition: Unit.h:2108
bool IsAIEnabled
Definition: Unit.h:2364
Definition: InstanceScript.h:141