fix(Scripts/Ulduar): re-arm Kologarn arms so they can aggro after a wipe (#26569)

Co-authored-by: Claude Opus 4.8 <noreply@anthropic.com>
This commit is contained in:
Andrew
2026-07-14 21:31:41 -03:00
committed by GitHub
parent 2a544a5d6d
commit 61a25901c1

View File

@@ -161,8 +161,12 @@ struct boss_kologarn : public BossAI
void AttachLeftArm()
{
if (Unit* arm = ObjectAccessor::GetCreature(*me, _left))
if (Creature* arm = ObjectAccessor::GetCreature(*me, _left))
{
arm->SetHealth(arm->GetMaxHealth());
// Clear the arm's combat-start state so it can re-pull the boss on a subsequent attempt.
arm->AI()->Reset();
}
else if (Creature* accessory = me->SummonCreature(NPC_LEFT_ARM, *me, TEMPSUMMON_MANUAL_DESPAWN))
{
accessory->AddUnitTypeMask(UNIT_MASK_ACCESSORY);
@@ -179,8 +183,12 @@ struct boss_kologarn : public BossAI
void AttachRightArm()
{
if (Unit* arm = ObjectAccessor::GetCreature(*me, _right))
if (Creature* arm = ObjectAccessor::GetCreature(*me, _right))
{
arm->SetHealth(arm->GetMaxHealth());
// Clear the arm's combat-start state so it can re-pull the boss on a subsequent attempt.
arm->AI()->Reset();
}
else if (Creature* accessory = me->SummonCreature(NPC_RIGHT_ARM, *me, TEMPSUMMON_MANUAL_DESPAWN))
{
accessory->AddUnitTypeMask(UNIT_MASK_ACCESSORY);