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; } }