void OnDied(Unit * mKiller)
{
voidvalker = voidwalker + 1; // make the voidwalker death count
RegisterAIUpdateEvent(400); // open the door when 4 void have died
}
void AIUpdate()
{
if(voidwalker == 4) // open door after 4 voids have died
{
GameObject *pDoor = _unit->GetMapMgr()->GetInterface()->GetObjectNearestCoords<GameObject, TYPEID_GAMEOBJECT>(
18972, -129.034f, 2166.16f, 129.187f);
if(pDoor == 0)
return;
pDoor->SetUInt32Value(GAMEOBJECT_FLAGS, 1);
pDoor->SetUInt32Value(GAMEOBJECT_STATE, 0);
voidwalker = 0; // to reset voidwalker
RemoveAIUpdateEvent();
}
RemoveAIUpdateEvent();
}
protected:
int voidwalker;
};