void Reset() { _Reset(); spawnedAdds = 0; EldersCount = 0; checkElementalAlive = true; randomizeSpawnOrder(); }
void Reset() { uiSunbeamTimer = refreshTimer(SUNBEAM_TIMER_MIN, SUNBEAM_TIMER_MAX); uiSpawnAddTimer = SPAWN_ADD_TIMER / 4; uiEnterPhaseTwoTimer = ENTER_PHASE_TWO_TIMER; phase = 1; attunedToNatureStacks = 150; spawnedAdds = 0; randomizeSpawnOrder(); uiEonarsTimer = refreshTimer(EONARS_GIFT_TIMER_MIN, EONARS_GIFT_TIMER_MAX); uiNatureBombTimer = NATURE_BOMB_TIMER; bFirstWave = true; uiRessTimer[0] = RESURRECTION_TIMER; uiRessTimer[1] = RESURRECTION_TIMER; uiEnrageTimer = ENRAGE_TIMER; bEnraged = false; uiGroundTremorTimer = refreshTimer(FREYA_GROUND_TREMOR_TIMER_MIN, FREYA_GROUND_TREMOR_TIMER_MAX); uiIronRootTimer = refreshTimer(FREYA_IRON_ROOTS_TIMER_MIN, FREYA_IRON_ROOTS_TIMER_MAX); uiUnstableSunBeamTimer = refreshTimer(FREYA_SUN_BEAM_TIMER_MIN, FREYA_SUN_BEAM_TIMER_MAX); }