void SetData(uint32 data,uint32 /*value*/)
 {
     switch (data)
     {
         case DATA_VORTEX_HANDLING:
             VortexHandling();
             break;
         case DATA_POWER_SPARKS_HANDLING:
             PowerSparksHandling();
             break;
     }
 }
 void SetData(uint32 data, uint32 /*value*/)
 {
     switch (data)
     {
         case DATA_VORTEX_HANDLING:
             VortexHandling();
             break;
         case DATA_POWER_SPARKS_HANDLING:
             PowerSparksHandling();
             break;
         case DATA_RESPAWN_IRIS:
             SpawnGameObject(instance->GetDifficulty() == RAID_DIFFICULTY_10MAN_NORMAL ? GO_FOCUSING_IRIS_10 : GO_FOCUSING_IRIS_25, focusingIrisPosition);
             break;
     }
 }