void BossSpellWorker::Reset() { memset(&m_uiSpell_Timer, 0, sizeof(m_uiSpell_Timer)); memset(&m_BossSpell,0,sizeof(m_BossSpell)); _bossSpellCount = 0; LoadSpellTable(); resetTimers(); };
BossSpellWorker::BossSpellWorker(ScriptedAI* bossAI) { boss = bossAI->me; bossID = boss->GetEntry(); _bossSpellCount = 0; currentTarget = NULL; memset(&m_uiSpell_Timer, 0, sizeof(m_uiSpell_Timer)); memset(&m_BossSpell,0,sizeof(m_BossSpell)); if (pMap = boss->GetMap()) currentDifficulty = ((InstanceMap*)pMap)->GetDifficulty(); else currentDifficulty = RAID_DIFFICULTY_10MAN_NORMAL; debug_log("BSW: Initializing BossSpellWorker object for boss %u difficulty %u",bossID,currentDifficulty); LoadSpellTable(); Reset((uint8)currentDifficulty); };