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Rushor

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Aug 16th, 2014
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  1. /*######
  2. ## go_legion_obelisk
  3. ######*/
  4.  
  5. bool obelisk_one, obelisk_two, obelisk_three, obelisk_four, obelisk_five;
  6.  
  7. #define LEGION_OBELISK_ONE 185193
  8. #define LEGION_OBELISK_TWO 185195
  9. #define LEGION_OBELISK_THREE 185196
  10. #define LEGION_OBELISK_FOUR 185197
  11. #define LEGION_OBELISK_FIVE 185198
  12.  
  13. bool GOUse_go_legion_obelisk(Player* pPlayer, GameObject* pGo)
  14. {
  15. if (pPlayer->GetQuestStatus(10821) == QUEST_STATUS_INCOMPLETE)
  16. {
  17. switch (pGo->GetEntry())
  18. {
  19. case LEGION_OBELISK_ONE:
  20. obelisk_one = true;
  21. break;
  22. case LEGION_OBELISK_TWO:
  23. obelisk_two = true;
  24. break;
  25. case LEGION_OBELISK_THREE:
  26. obelisk_three = true;
  27. break;
  28. case LEGION_OBELISK_FOUR:
  29. obelisk_four = true;
  30. break;
  31. case LEGION_OBELISK_FIVE:
  32. obelisk_five = true;
  33. break;
  34. }
  35.  
  36. if (obelisk_one == true && obelisk_two == true && obelisk_three == true && obelisk_four == true && obelisk_five == true)
  37. {
  38. pGo->SummonCreature(19963, 2943.40f, 4778.20f, 284.49f, 0.94f, TEMPSUMMON_TIMED_OOC_DESPAWN, 120000);
  39. //reset global var
  40. obelisk_one = false;
  41. obelisk_two = false;
  42. obelisk_three = false;
  43. obelisk_four = false;
  44. obelisk_five = false;
  45. }
  46. }
  47.  
  48. return true;
  49. };
  50.  
  51. pNewScript = new Script;
  52. pNewScript->Name = "go_legion_obelisk";
  53. pNewScript->pGOUse = &GOUse_go_legion_obelisk;
  54. pNewScript->RegisterSelf();
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