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boss_ionar::boss_ionarAI Struct Reference

Public Member Functions

 boss_ionarAI (Creature *creature)
 
void Initialize ()
 
void Reset () override
 
void EnterCombat (Unit *) override
 
void JustDied (Unit *) override
 
void KilledUnit (Unit *who) override
 
void SpellHit (Unit *, const SpellInfo *spell) override
 
void CallBackSparks ()
 
void DamageTaken (Unit *, uint32 &uiDamage) override
 
void JustSummoned (Creature *summoned) override
 
void SummonedCreatureDespawn (Creature *summoned) override
 
void UpdateAI (uint32 uiDiff) override
 
- Public Member Functions inherited from ScriptedAI
 ScriptedAI (Creature *creature)
 
virtual ~ScriptedAI ()
 
void AttackStartNoMove (Unit *target)
 
void SpellHitTarget (Unit *, SpellInfo const *) override
 
void OnPossess (bool)
 
void AttackStart (Unit *) override
 
void DoStartMovement (Unit *target, float distance=0.0f, float angle=0.0f)
 
void DoStartNoMovement (Unit *target)
 
void DoStopAttack ()
 
void DoCastSpell (Unit *target, SpellInfo const *spellInfo, bool triggered=false)
 
void DoPlaySoundToSet (WorldObject *source, uint32 soundId)
 
void DoResetThreat ()
 
float DoGetThreat (Unit *unit)
 
void DoModifyThreatPercent (Unit *unit, int32 pct)
 
void DoTeleportTo (float x, float y, float z, uint32 time=0)
 
void DoTeleportTo (float const pos[4])
 
void DoTeleportPlayer (Unit *unit, float x, float y, float z, float o)
 
void DoTeleportAll (float x, float y, float z, float o)
 
UnitDoSelectLowestHpFriendly (float range, uint32 minHPDiff=1)
 
std::list< Creature * > DoFindFriendlyCC (float range)
 
std::list< Creature * > DoFindFriendlyMissingBuff (float range, uint32 spellId)
 
PlayerGetPlayerAtMinimumRange (float minRange)
 
CreatureDoSpawnCreature (uint32 entry, float offsetX, float offsetY, float offsetZ, float angle, uint32 type, uint32 despawntime)
 
bool HealthBelowPct (uint32 pct) const
 
bool HealthAbovePct (uint32 pct) const
 
SpellInfo constSelectSpell (Unit *target, uint32 school, uint32 mechanic, SelectTargetType targets, float rangeMin, float rangeMax, SelectEffect effect)
 
void SetEquipmentSlots (bool loadDefault, int32 mainHand=EQUIP_NO_CHANGE, int32 offHand=EQUIP_NO_CHANGE, int32 ranged=EQUIP_NO_CHANGE)
 
void SetCombatMovement (bool allowMovement)
 
bool IsCombatMovementAllowed () const
 
bool IsHeroic () const
 
Difficulty GetDifficulty () const
 
bool Is25ManRaid () const
 
template<class T >
const T & DUNGEON_MODE (const T &normal5, const T &heroic10) const
 
template<class T >
const T & RAID_MODE (const T &normal10, const T &normal25) const
 
template<class T >
const T & RAID_MODE (const T &normal10, const T &normal25, const T &heroic10, const T &heroic25) const
 
- Public Member Functions inherited from CreatureAI
void Talk (uint8 id, WorldObject const *whisperTarget=nullptr)
 
 CreatureAI (Creature *creature)
 
virtual ~CreatureAI ()
 
void MoveInLineOfSight_Safe (Unit *who)
 == Reactions At ================================= More...
 
void TriggerAlert (Unit const *who) const
 
virtual bool CanRespawn ()
 
virtual void EnterEvadeMode (EvadeReason why=EVADE_REASON_OTHER)
 
virtual void IsSummonedBy (Unit *)
 
virtual void SummonedCreatureDies (Creature *, Unit *)
 
virtual void AttackedBy (Unit *)
 
virtual bool IsEscorted () const
 
virtual void JustRespawned ()
 
virtual void MovementInform (uint32, uint32)
 
void OnCharmed (bool apply) override
 
virtual void JustReachedHome ()
 
void DoZoneInCombat (Creature *creature=NULL, float maxRangeToNearestTarget=50.0f)
 
virtual void ReceiveEmote (Player *, uint32)
 
virtual void OwnerAttackedBy (Unit *)
 
virtual void OwnerAttacked (Unit *)
 
virtual void CorpseRemoved (uint32 &)
 == Triggered Actions Requested ================== More...
 
virtual void PassengerBoarded (Unit *, int8, bool)
 == Fields ======================================= More...
 
virtual void OnSpellClick (Unit *, bool &)
 
virtual bool CanSeeAlways (WorldObject const *)
 
int32 VisualizeBoundary (uint32 duration, Unit *owner=nullptr, bool fill=false) const
 
virtual bool CheckInRoom ()
 
CreatureBoundary constGetBoundary () const
 
- Public Member Functions inherited from UnitAI
 UnitAI (Unit *unit)
 
virtual ~UnitAI ()
 
virtual bool CanAIAttack (Unit const *) const
 
virtual void InitializeAI ()
 
virtual void DoAction (int32)
 
virtual uint32 GetData (uint32) const
 
virtual void SetData (uint32, uint32)
 
virtual void SetGUID (ObjectGuid, int32=0)
 
virtual ObjectGuid GetGUID (int32=0) const
 
UnitSelectTarget (SelectAggroTarget targetType, uint32 position=0, float dist=0.0f, bool playerOnly=false, int32 aura=0)
 
template<class PREDICATE >
UnitSelectTarget (SelectAggroTarget targetType, uint32 position, PREDICATE const &predicate)
 
void SelectTargetList (std::list< Unit * > &targetList, uint32 num, SelectAggroTarget targetType, float dist=0.0f, bool playerOnly=false, int32 aura=0)
 
template<class PREDICATE >
void SelectTargetList (std::list< Unit * > &targetList, PREDICATE const &predicate, uint32 maxTargets, SelectAggroTarget targetType)
 
virtual void DamageDealt (Unit *, uint32 &, DamageEffectType)
 
virtual void HealReceived (Unit *, uint32 &)
 
virtual void HealDone (Unit *, uint32 &)
 
virtual void SpellInterrupted (uint32, uint32)
 
void AttackStartCaster (Unit *victim, float dist)
 
void DoCast (uint32 spellId)
 
void DoCast (Unit *victim, uint32 spellId, bool triggered=false)
 
void DoCastVictim (uint32 spellId, bool triggered=false)
 
void DoCastAOE (uint32 spellId, bool triggered=false)
 
void DoMeleeAttackIfReady ()
 
bool DoSpellAttackIfReady (uint32 spellId)
 
virtual void sGossipHello (Player *)
 
virtual void sGossipSelect (Player *, uint32, uint32)
 
virtual void sGossipSelectCode (Player *, uint32, uint32, char const *)
 
virtual void sQuestAccept (Player *, Quest const *)
 
virtual void sQuestSelect (Player *, Quest const *)
 
virtual void sQuestReward (Player *, Quest const *, uint32)
 
virtual bool sOnDummyEffect (Unit *, uint32, SpellEffIndex)
 
virtual void sOnGameEvent (bool, uint16)
 

Public Attributes

InstanceScriptinstance
 
SummonList lSparkList
 
bool bIsSplitPhase
 
bool bHasDispersed
 
uint32 uiSplitTimer
 
uint32 uiStaticOverloadTimer
 
uint32 uiBallLightningTimer
 
uint32 uiDisperseHealth
 
- Public Attributes inherited from ScriptedAI
bool IsFleeing
 

Additional Inherited Members

- Public Types inherited from CreatureAI
enum  EvadeReason { EVADE_REASON_NO_HOSTILES, EVADE_REASON_BOUNDARY, EVADE_REASON_SEQUENCE_BREAK, EVADE_REASON_OTHER }
 
- Static Public Member Functions inherited from UnitAI
static void FillAISpellInfo ()
 
- Static Public Attributes inherited from UnitAI
static AISpellInfoTypeAISpellInfo
 
- Protected Member Functions inherited from CreatureAI
bool UpdateVictim ()
 
bool UpdateVictimWithGaze ()
 
void SetGazeOn (Unit *target)
 
CreatureDoSummon (uint32 entry, Position const &pos, uint32 despawnTime=30000, TempSummonType summonType=TEMPSUMMON_CORPSE_TIMED_DESPAWN)
 
CreatureDoSummon (uint32 entry, WorldObject *obj, float radius=5.0f, uint32 despawnTime=30000, TempSummonType summonType=TEMPSUMMON_CORPSE_TIMED_DESPAWN)
 
CreatureDoSummonFlyer (uint32 entry, WorldObject *obj, float flightZ, float radius=5.0f, uint32 despawnTime=30000, TempSummonType summonType=TEMPSUMMON_CORPSE_TIMED_DESPAWN)
 
bool CheckBoundary (Position const *who=nullptr) const
 
void SetBoundary (CreatureBoundary const *boundary)
 
virtual void MoveInLineOfSight (Unit *)
 
bool _EnterEvadeMode (EvadeReason why=EVADE_REASON_OTHER)
 
- Protected Attributes inherited from CreatureAI
Creature *const me
 
CreatureBoundary const_boundary
 
- Protected Attributes inherited from UnitAI
Unit *const me
 

Constructor & Destructor Documentation

boss_ionar::boss_ionarAI::boss_ionarAI ( Creature creature)
inline
77  : ScriptedAI(creature), lSparkList(creature)
78  {
79  Initialize();
80  instance = creature->GetInstanceScript();
81  }
ScriptedAI(Creature *creature)
Definition: ScriptedCreature.cpp:100
SummonList lSparkList
Definition: boss_ionar.cpp:98
InstanceScript * GetInstanceScript()
Definition: Object.cpp:1540
InstanceScript * instance
Definition: boss_ionar.cpp:96
void Initialize()
Definition: boss_ionar.cpp:83

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Member Function Documentation

void boss_ionar::boss_ionarAI::CallBackSparks ( )
inline
164  {
165  //should never be empty here, but check
166  if (lSparkList.empty())
167  return;
168 
169  Position pos = me->GetPosition();
170 
171  for (ObjectGuid guid : lSparkList)
172  {
173  if (Creature* pSpark = ObjectAccessor::GetCreature(*me, guid))
174  {
175  if (pSpark->IsAlive())
176  {
177  pSpark->SetSpeed(MOVE_RUN, 2.0f);
178  pSpark->GetMotionMaster()->Clear();
179  pSpark->GetMotionMaster()->MovePoint(DATA_POINT_CALLBACK, pos);
180  }
181  else
182  pSpark->DespawnOrUnsummon();
183  }
184  }
185  }
Definition: boss_ionar.cpp:58
SummonList lSparkList
Definition: boss_ionar.cpp:98
Definition: Creature.h:467
Creature *const me
Definition: CreatureAI.h:71
void GetPosition(float &x, float &y) const
Definition: Position.h:109
TC_GAME_API Creature * GetCreature(WorldObject const &u, ObjectGuid const &guid)
Definition: ObjectAccessor.cpp:174
Definition: Unit.h:600
Definition: Position.h:27
Definition: ObjectGuid.h:189
bool empty() const
Definition: ScriptedCreature.h:82

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void boss_ionar::boss_ionarAI::DamageTaken ( Unit ,
uint32 uiDamage 
)
inlineoverridevirtual

Reimplemented from ScriptedAI.

188  {
189  if (!me->IsVisible())
190  uiDamage = 0;
191  }
Creature *const me
Definition: CreatureAI.h:71
bool IsVisible() const
Definition: Unit.cpp:10363

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void boss_ionar::boss_ionarAI::EnterCombat ( Unit )
inlineoverridevirtual

Reimplemented from ScriptedAI.

125  {
126  Talk(SAY_AGGRO);
127 
129  }
Definition: halls_of_lightning.h:31
Definition: boss_ionar.cpp:43
Definition: InstanceScript.h:59
void Talk(uint8 id, WorldObject const *whisperTarget=nullptr)
Definition: CreatureAI.cpp:42
virtual bool SetBossState(uint32 id, EncounterState state)
Definition: InstanceScript.cpp:273
InstanceScript * instance
Definition: boss_ionar.cpp:96

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void boss_ionar::boss_ionarAI::Initialize ( void  )
inline
84  {
85  bIsSplitPhase = true;
86  bHasDispersed = false;
87 
89 
92 
93  uiDisperseHealth = 45 + urand(0, 10);
94  }
uint32 uiBallLightningTimer
Definition: boss_ionar.cpp:106
uint32 uiSplitTimer
Definition: boss_ionar.cpp:103
uint32 uiDisperseHealth
Definition: boss_ionar.cpp:108
uint32 urand(uint32 min, uint32 max)
Definition: Random.cpp:45
bool bHasDispersed
Definition: boss_ionar.cpp:101
Definition: Common.h:103
uint32 uiStaticOverloadTimer
Definition: boss_ionar.cpp:105
bool bIsSplitPhase
Definition: boss_ionar.cpp:100

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void boss_ionar::boss_ionarAI::JustDied ( Unit )
inlineoverridevirtual

Reimplemented from ScriptedAI.

132  {
133  Talk(SAY_DEATH);
134 
136 
138  }
void DespawnAll()
Definition: ScriptedCreature.cpp:66
SummonList lSparkList
Definition: boss_ionar.cpp:98
Definition: inflate.h:49
Definition: halls_of_lightning.h:31
void Talk(uint8 id, WorldObject const *whisperTarget=nullptr)
Definition: CreatureAI.cpp:42
virtual bool SetBossState(uint32 id, EncounterState state)
Definition: InstanceScript.cpp:273
InstanceScript * instance
Definition: boss_ionar.cpp:96
Definition: boss_ionar.cpp:46

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void boss_ionar::boss_ionarAI::JustSummoned ( Creature summoned)
inlineoverridevirtual

Reimplemented from ScriptedAI.

194  {
195  if (summoned->GetEntry() == NPC_SPARK_OF_IONAR)
196  {
197  lSparkList.Summon(summoned);
198 
199  summoned->CastSpell(summoned, SPELL_SPARK_VISUAL_TRIGGER, true);
200 
201  if (Unit* target = SelectTarget(SELECT_TARGET_RANDOM, 0))
202  {
203  summoned->SetInCombatWith(target);
204  summoned->GetMotionMaster()->Clear();
205  summoned->GetMotionMaster()->MoveFollow(target, 0.0f, 0.0f);
206  }
207  }
208  }
void Clear(bool reset=true)
Definition: MotionMaster.h:138
SummonList lSparkList
Definition: boss_ionar.cpp:98
MotionMaster * GetMotionMaster()
Definition: Unit.h:2101
void Summon(Creature const *summon)
Definition: ScriptedCreature.h:92
Definition: UnitAI.h:35
Unit * SelectTarget(SelectAggroTarget targetType, uint32 position=0, float dist=0.0f, bool playerOnly=false, int32 aura=0)
Definition: UnitAI.cpp:91
Definition: boss_ionar.cpp:38
Definition: boss_ionar.cpp:51
uint32 GetEntry() const
Definition: Object.h:107
Definition: Unit.h:1305
void CastSpell(SpellCastTargets const &targets, SpellInfo const *spellInfo, CustomSpellValues const *value, TriggerCastFlags triggerFlags=TRIGGERED_NONE, Item *castItem=NULL, AuraEffect const *triggeredByAura=NULL, ObjectGuid originalCaster=ObjectGuid::Empty)
Definition: Unit.cpp:869
void SetInCombatWith(Unit *enemy)
Definition: Unit.cpp:9840
void MoveFollow(Unit *target, float dist, float angle, MovementSlot slot=MOTION_SLOT_ACTIVE)
Definition: MotionMaster.cpp:265

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void boss_ionar::boss_ionarAI::KilledUnit ( Unit who)
inlineoverridevirtual

Reimplemented from ScriptedAI.

141  {
142  if (who->GetTypeId() == TYPEID_PLAYER)
143  Talk(SAY_SLAY);
144  }
Definition: boss_ionar.cpp:45
TypeID GetTypeId() const
Definition: Object.h:113
void Talk(uint8 id, WorldObject const *whisperTarget=nullptr)
Definition: CreatureAI.cpp:42
Definition: ObjectGuid.h:33

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void boss_ionar::boss_ionarAI::Reset ( )
inlineoverridevirtual

Reimplemented from ScriptedAI.

111  {
113 
114  Initialize();
115 
117 
118  if (!me->IsVisible())
119  me->SetVisible(true);
120 
122  }
Definition: Unit.h:674
void DespawnAll()
Definition: ScriptedCreature.cpp:66
SummonList lSparkList
Definition: boss_ionar.cpp:98
Definition: Unit.h:675
Definition: halls_of_lightning.h:31
Creature *const me
Definition: CreatureAI.h:71
Definition: InstanceScript.h:58
void SetVisible(bool x)
Definition: Unit.cpp:10368
bool IsVisible() const
Definition: Unit.cpp:10363
virtual bool SetBossState(uint32 id, EncounterState state)
Definition: InstanceScript.cpp:273
void RemoveFlag(uint16 index, uint32 oldFlag)
Definition: Object.cpp:1214
InstanceScript * instance
Definition: boss_ionar.cpp:96
Definition: UpdateFields.h:109
void Initialize()
Definition: boss_ionar.cpp:83
Definition: Unit.h:698

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void boss_ionar::boss_ionarAI::SpellHit ( Unit ,
const SpellInfo spell 
)
inlineoverridevirtual

Reimplemented from ScriptedAI.

147  {
148  if (spell->Id == SPELL_DISPERSE)
149  {
150  for (uint8 i = 0; i < DATA_MAX_SPARKS; ++i)
152 
153  me->AttackStop();
154  me->SetVisible(false);
156 
157  me->GetMotionMaster()->Clear();
159  }
160  }
bool AttackStop()
Definition: Unit.cpp:7337
uint32 Id
Definition: SpellInfo.h:329
void MoveIdle()
Definition: MotionMaster.cpp:185
Definition: Unit.h:674
void Clear(bool reset=true)
Definition: MotionMaster.h:138
MotionMaster * GetMotionMaster()
Definition: Unit.h:2101
Definition: Unit.h:675
void SetFlag(uint16 index, uint32 newFlag)
Definition: Object.cpp:1199
Definition: boss_ionar.cpp:33
Creature *const me
Definition: CreatureAI.h:71
Definition: boss_ionar.cpp:34
void SetVisible(bool x)
Definition: Unit.cpp:10368
Definition: UpdateFields.h:109
uint8_t uint8
Definition: Define.h:152
Definition: boss_ionar.cpp:56
void CastSpell(SpellCastTargets const &targets, SpellInfo const *spellInfo, CustomSpellValues const *value, TriggerCastFlags triggerFlags=TRIGGERED_NONE, Item *castItem=NULL, AuraEffect const *triggeredByAura=NULL, ObjectGuid originalCaster=ObjectGuid::Empty)
Definition: Unit.cpp:869
Definition: Unit.h:698

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void boss_ionar::boss_ionarAI::SummonedCreatureDespawn ( Creature summoned)
inlineoverridevirtual

Reimplemented from ScriptedAI.

211  {
212  if (summoned->GetEntry() == NPC_SPARK_OF_IONAR)
213  lSparkList.Despawn(summoned);
214  }
SummonList lSparkList
Definition: boss_ionar.cpp:98
void Despawn(Creature const *summon)
Definition: ScriptedCreature.h:93
Definition: boss_ionar.cpp:51
uint32 GetEntry() const
Definition: Object.h:107

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void boss_ionar::boss_ionarAI::UpdateAI ( uint32  uiDiff)
inlineoverridevirtual

Reimplemented from ScriptedAI.

217  {
218  //Return since we have no target
219  if (!UpdateVictim())
220  return;
221 
222  // Splitted
223  if (!me->IsVisible())
224  {
225  if (uiSplitTimer <= uiDiff)
226  {
227  uiSplitTimer = 2500;
228 
229  // Return sparks to where Ionar splitted
230  if (bIsSplitPhase)
231  {
232  CallBackSparks();
233  bIsSplitPhase = false;
234  }
235  // Lightning effect and restore Ionar
236  else if (lSparkList.empty())
237  {
238  me->SetVisible(true);
240 
241  DoCast(me, SPELL_SPARK_DESPAWN, false);
242 
244  bIsSplitPhase = true;
245 
246  if (me->GetVictim())
248  }
249  }
250  else
251  uiSplitTimer -= uiDiff;
252 
253  return;
254  }
255 
256  if (uiStaticOverloadTimer <= uiDiff)
257  {
258  if (Unit* target = SelectTarget(SELECT_TARGET_RANDOM, 0))
259  DoCast(target, SPELL_STATIC_OVERLOAD);
260 
262  }
263  else
264  uiStaticOverloadTimer -= uiDiff;
265 
266  if (uiBallLightningTimer <= uiDiff)
267  {
270  }
271  else
272  uiBallLightningTimer -= uiDiff;
273 
274  // Health check
276  {
277  bHasDispersed = true;
278 
279  Talk(SAY_SPLIT);
280 
281  if (me->IsNonMeleeSpellCast(false))
282  me->InterruptNonMeleeSpells(false);
283 
284  DoCast(me, SPELL_DISPERSE, false);
285  }
286 
288  }
uint32 uiBallLightningTimer
Definition: boss_ionar.cpp:106
Definition: boss_ionar.cpp:44
Definition: Unit.h:674
bool UpdateVictim()
Definition: CreatureAI.cpp:233
bool HealthBelowPct(uint32 pct) const
Definition: ScriptedCreature.h:247
SummonList lSparkList
Definition: boss_ionar.cpp:98
void MoveChase(Unit *target, float dist=0.0f, float angle=0.0f)
Definition: MotionMaster.cpp:241
Definition: boss_ionar.cpp:31
Definition: boss_ionar.cpp:30
MotionMaster * GetMotionMaster()
Definition: Unit.h:2101
uint32 uiSplitTimer
Definition: boss_ionar.cpp:103
Definition: boss_ionar.cpp:35
Definition: Unit.h:675
bool IsNonMeleeSpellCast(bool withDelayed, bool skipChanneled=false, bool skipAutorepeat=false, bool isAutoshoot=false, bool skipInstant=true) const
Definition: Unit.cpp:2886
Definition: boss_ionar.cpp:33
Creature *const me
Definition: CreatureAI.h:71
uint32 uiDisperseHealth
Definition: boss_ionar.cpp:108
Definition: UnitAI.h:35
Unit * GetVictim() const
Definition: Unit.h:1379
uint32 urand(uint32 min, uint32 max)
Definition: Random.cpp:45
bool bHasDispersed
Definition: boss_ionar.cpp:101
Unit * SelectTarget(SelectAggroTarget targetType, uint32 position=0, float dist=0.0f, bool playerOnly=false, int32 aura=0)
Definition: UnitAI.cpp:91
void SetVisible(bool x)
Definition: Unit.cpp:10368
void DoCast(uint32 spellId)
Definition: UnitAI.cpp:101
void CallBackSparks()
Definition: boss_ionar.cpp:163
void Talk(uint8 id, WorldObject const *whisperTarget=nullptr)
Definition: CreatureAI.cpp:42
bool IsVisible() const
Definition: Unit.cpp:10363
void RemoveFlag(uint16 index, uint32 oldFlag)
Definition: Object.cpp:1214
Definition: UpdateFields.h:109
Definition: Common.h:103
void InterruptNonMeleeSpells(bool withDelayed, uint32 spellid=0, bool withInstant=true)
Definition: Unit.cpp:2916
uint32 uiStaticOverloadTimer
Definition: boss_ionar.cpp:105
void DoMeleeAttackIfReady()
Definition: UnitAI.cpp:49
void DoCastVictim(uint32 spellId, bool triggered=false)
Definition: UnitAI.cpp:159
Definition: Unit.h:1305
bool empty() const
Definition: ScriptedCreature.h:82
Definition: Unit.h:698
bool bIsSplitPhase
Definition: boss_ionar.cpp:100

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Member Data Documentation

bool boss_ionar::boss_ionarAI::bHasDispersed
bool boss_ionar::boss_ionarAI::bIsSplitPhase
InstanceScript* boss_ionar::boss_ionarAI::instance
SummonList boss_ionar::boss_ionarAI::lSparkList
uint32 boss_ionar::boss_ionarAI::uiBallLightningTimer
uint32 boss_ionar::boss_ionarAI::uiDisperseHealth
uint32 boss_ionar::boss_ionarAI::uiSplitTimer
uint32 boss_ionar::boss_ionarAI::uiStaticOverloadTimer

The documentation for this struct was generated from the following file: