AzerothCore 3.3.5a
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boss_eadric::boss_eadricAI Struct Reference
Inheritance diagram for boss_eadric::boss_eadricAI:
ScriptedAI CreatureAI UnitAI

Public Member Functions

 boss_eadricAI (Creature *pCreature)
 
void Reset () override
 
void MovementInform (uint32 type, uint32 id) override
 
void KilledUnit (Unit *who) override
 
void JustEngagedWith (Unit *) override
 Called for reaction when initially engaged.
 
void SpellHit (Unit *, SpellInfo const *spell) override
 
void DamageTaken (Unit *, uint32 &damage, DamageEffectType, SpellSchoolMask) override
 Called at any Damage from any attacker (before damage apply)
 
void UpdateAI (uint32 diff) override
 Use to start attacking a target. Called just before JustEngagedWith()
 
- Public Member Functions inherited from ScriptedAI
 ScriptedAI (Creature *creature)
 
 ~ScriptedAI () override
 
void AttackStartNoMove (Unit *target)
 
void DamageTaken (Unit *, uint32 &, DamageEffectType, SpellSchoolMask) override
 Called at any Damage from any attacker (before damage apply)
 
void UpdateAI (uint32 diff) override
 Use to start attacking a target. Called just before JustEngagedWith()
 
void JustDied (Unit *) override
 
void KilledUnit (Unit *) override
 
void JustSummoned (Creature *) override
 
void SummonedCreatureDespawn (Creature *) override
 
void SpellHit (Unit *, SpellInfo const *) override
 
void SpellHitTarget (Unit *, SpellInfo const *) override
 
void MovementInform (uint32, uint32) override
 
void OnPossess (bool)
 
bool IsInRoom (const Position *pos, Axis axis, bool above)
 
void Reset () override
 
void JustEngagedWith (Unit *) override
 Called for reaction when initially engaged.
 
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 DoPlayMusic (uint32 soundId, bool zone)
 
void DoAddThreat (Unit *unit, float amount)
 
void DoModifyThreatByPercent (Unit *unit, int32 pct)
 
void DoResetThreat (Unit *unit)
 
void DoResetThreatList ()
 
float DoGetThreat (Unit *unit)
 
void DoTeleportPlayer (Unit *unit, float x, float y, float z, float o)
 
void DoTeleportPlayer (Unit *unit, Position pos)
 
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 IsUniqueTimedEventDone (uint32 id) const
 
void SetUniqueTimedEventDone (uint32 id)
 
void ResetUniqueTimedEvent (uint32 id)
 
void ClearUniqueTimedEventsDone ()
 
void ScheduleTimedEvent (Milliseconds timerMin, Milliseconds timerMax, std::function< void()> exec, Milliseconds repeatMin, Milliseconds repeatMax=0s, uint32 uniqueId=0)
 
void ScheduleTimedEvent (Milliseconds timerMax, std::function< void()> exec, Milliseconds repeatMin, Milliseconds repeatMax=0s, uint32 uniqueId=0)
 
void ScheduleUniqueTimedEvent (Milliseconds timer, std::function< void()> exec, uint32 uniqueId)
 
bool HealthBelowPct (uint32 pct) const
 
bool HealthAbovePct (uint32 pct) const
 
SpellInfo const * SelectSpell (Unit *target, uint32 school, uint32 mechanic, SelectTargetType targets, uint32 powerCostMin, uint32 powerCostMax, 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)
 
virtual bool CheckEvadeIfOutOfCombatArea () 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
 
PlayerSelectTargetFromPlayerList (float maxdist, uint32 excludeAura=0, bool mustBeInLOS=false) const
 
void SetInvincibility (bool apply)
 
bool IsInvincible () const
 
void SetAutoAttackAllowed (bool allow)
 
bool IsAutoAttackAllowed () const
 
- Public Member Functions inherited from CreatureAI
void Talk (uint8 id, WorldObject const *whisperTarget=nullptr, Milliseconds delay=0s)
 Causes the creature to talk/say the text assigned to their entry in the creature_text database table.
 
void Talk (uint8 id, Milliseconds delay)
 
WorldObjectGetSummoner () const
 Returns the summoner creature/object, if the creature is a temporary summon.
 
 CreatureAI (Creature *creature)
 
 ~CreatureAI () override
 
void MoveCircleChecks ()
 
void MoveBackwardsChecks ()
 
void MoveInLineOfSight_Safe (Unit *who)
 == Reactions At =================================
 
void TriggerAlert (Unit const *who) const
 
virtual bool CanRespawn ()
 
virtual void EnterEvadeMode (EvadeReason why=EVADE_REASON_OTHER)
 
virtual void IsSummonedBy (WorldObject *)
 
virtual void SummonedCreatureDies (Creature *, Unit *)
 
virtual void SummonedCreatureDespawnAll ()
 
virtual void SummonedCreatureEvade (Creature *)
 
virtual void AttackedBy (Unit *)
 
virtual bool IsEscorted ()
 
virtual void JustRespawned ()
 
virtual void PathEndReached (uint32)
 
void OnCharmed (bool apply) override
 Called when unit is charmed.
 
virtual void JustReachedHome ()
 
void DoZoneInCombat (Creature *creature=nullptr, float maxRangeToNearestTarget=250.0f)
 
virtual void ReceiveEmote (Player *, uint32)
 
virtual void OwnerAttackedBy (Unit *)
 
virtual void OwnerAttacked (Unit *)
 
virtual void CorpseRemoved (uint32 &)
 == Triggered Actions Requested ==================
 
virtual void PassengerBoarded (Unit *, int8, bool)
 == Fields =======================================
 
virtual bool BeforeSpellClick (Unit *)
 
virtual void OnSpellClick (Unit *, bool &)
 
virtual bool CanSeeAlways (WorldObject const *)
 
virtual bool CanBeSeen (Player const *)
 
virtual bool CanAlwaysBeDetectable (WorldObject const *)
 
virtual void PetStopAttack ()
 
virtual bool CheckInRoom ()
 
CreatureBoundary const * GetBoundary () const
 
void SetBoundary (CreatureBoundary const *boundary, bool negativeBoundaries=false)
 
bool IsInBoundary (Position const *who=nullptr) const
 
virtual void CalculateThreat (Unit *, float &, SpellInfo const *)
 
virtual bool OnTeleportUnreacheablePlayer (Player *)
 
virtual void OnAuraRemove (AuraApplication *, AuraRemoveMode)
 
- 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 (SelectTargetMethod targetType, uint32 position=0, float dist=0.0f, bool playerOnly=false, bool withTank=true, int32 aura=0)
 
template<class PREDICATE >
UnitSelectTarget (SelectTargetMethod targetType, uint32 position, PREDICATE const &predicate)
 
void SelectTargetList (std::list< Unit * > &targetList, uint32 num, SelectTargetMethod targetType, uint32 position=0, float dist=0.0f, bool playerOnly=false, bool withTank=true, int32 aura=0)
 Select the best (up to) <num> targets (in <targetType> order) from the threat list that fulfill the following:
 
template<class PREDICATE >
void SelectTargetList (std::list< Unit * > &targetList, uint32 num, SelectTargetMethod targetType, uint32 position, PREDICATE const &predicate)
 
virtual void JustEnteredCombat (Unit *)
 Called when the unit enters combat.
 
virtual void JustExitedCombat ()
 Called when the unit leaves combat.
 
virtual void DamageDealt (Unit *, uint32 &, DamageEffectType, SpellSchoolMask)
 Called at any Damage to any victim (before damage apply)
 
virtual void HealReceived (Unit *, uint32 &)
 Called when the creature receives heal.
 
virtual void OnPowerUpdate (Powers, int32, int32, uint32)
 Called when the creature power updates.
 
virtual void HealDone (Unit *, uint32 &)
 Called when the unit heals.
 
virtual void OnCalculateMeleeDamageReceived (uint32 &, Unit *)
 Called during damage calculations.
 
virtual void OnCalculateSpellDamageReceived (int32 &, Unit *)
 
virtual void OnCalculatePeriodicTickReceived (uint32 &, Unit *)
 Called during calculation when receiving periodic healing or damage (DoT or HoT)
 
void AttackStartCaster (Unit *victim, float dist)
 
SpellCastResult DoAddAuraToAllHostilePlayers (uint32 spellid)
 
SpellCastResult DoCast (uint32 spellId)
 
SpellCastResult DoCast (Unit *victim, uint32 spellId, bool triggered=false)
 
SpellCastResult DoCastSelf (uint32 spellId, bool triggered=false)
 
SpellCastResult DoCastToAllHostilePlayers (uint32 spellid, bool triggered=false)
 To specify the caster as target if the spell is self-cast.
 
SpellCastResult DoCastVictim (uint32 spellId, bool triggered=false)
 
SpellCastResult DoCastAOE (uint32 spellId, bool triggered=false)
 
SpellCastResult DoCastRandomTarget (uint32 spellId, uint32 threatTablePosition=0, float dist=0.0f, bool playerOnly=true, bool triggered=false, bool withTank=true)
 Cast the spell on a random unit from the threat list.
 
SpellCastResult DoCastMaxThreat (uint32 spellId, uint32 threatTablePosition=0, float dist=0.0f, bool playerOnly=true, bool triggered=false)
 Cast spell on the top threat target, which may not be the current victim.
 
float DoGetSpellMaxRange (uint32 spellId, bool positive=false)
 
void DoMeleeAttackIfReady ()
 
bool DoSpellAttackIfReady (uint32 spell)
 
void DoSpellAttackToRandomTargetIfReady (uint32 spell, uint32 threatTablePosition=0, float dist=0.f, bool playerOnly=true)
 
virtual void SummonMovementInform (Creature *, uint32, uint32)
 Called when a summon reaches a waypoint or point movement finished.
 
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 sQuestComplete (Player *, Quest const *)
 
virtual void sQuestReward (Player *, Quest const *, uint32)
 
virtual void sOnGameEvent (bool, uint16)
 
virtual std::string GetDebugInfo () const
 

Public Attributes

InstanceScriptpInstance
 
EventMap events
 
- Public Attributes inherited from ScriptedAI
Creatureme
 

Additional Inherited Members

- Public Types inherited from ScriptedAI
enum class  Axis {
  AXIS_X ,
  AXIS_Y
}
 
- Public Types inherited from CreatureAI
enum  EvadeReason {
  EVADE_REASON_NO_HOSTILES ,
  EVADE_REASON_BOUNDARY ,
  EVADE_REASON_SEQUENCE_BREAK ,
  EVADE_REASON_NO_PATH ,
  EVADE_REASON_OTHER
}
 
- Static Public Member Functions inherited from CreatureAI
static bool IsInBounds (CreatureBoundary const &boundary, Position const *who)
 
- 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)
 
virtual void MoveInLineOfSight (Unit *)
 
bool _EnterEvadeMode (EvadeReason why=EVADE_REASON_OTHER)
 
- Protected Attributes inherited from CreatureAI
Creature *const me
 
EventMap events
 
TaskScheduler scheduler
 
CreatureBoundary const * _boundary
 
bool _negateBoundary
 
- Protected Attributes inherited from UnitAI
Unit *const me
 

Detailed Description

Constructor & Destructor Documentation

◆ boss_eadricAI()

boss_eadric::boss_eadricAI::boss_eadricAI ( Creature pCreature)
inline
95 : ScriptedAI(pCreature)
96 {
97 pInstance = pCreature->GetInstanceScript();
98 }
InstanceScript * GetInstanceScript() const
Definition Object.cpp:1203
Definition ScriptedCreature.h:190
InstanceScript * pInstance
Definition boss_argent_challenge.cpp:100

References WorldObject::GetInstanceScript(), and pInstance.

Member Function Documentation

◆ DamageTaken()

void boss_eadric::boss_eadricAI::DamageTaken ( Unit ,
uint32 ,
DamageEffectType  ,
SpellSchoolMask   
)
inlineoverridevirtual

Called at any Damage from any attacker (before damage apply)

Note
It use for recalculation damage or special reaction at damage for attack reaction use AttackedBy called for non DOT damage in Unit::DealDamage also

Reimplemented from UnitAI.

143 {
144 if (damage >= me->GetHealth())
145 {
146 damage = me->GetHealth() - 1;
148 {
149 me->CastSpell((Unit*)nullptr, 68575, true); // achievements
150 me->GetMap()->UpdateEncounterState(ENCOUNTER_CREDIT_CAST_SPELL, 68574, me); // paletress' spell credits encounter, but shouldn't credit achievements
152 events.Reset();
158 me->SetImmuneToAll(true);
159 if (pInstance)
161 }
162 }
163 }
@ DONE
Definition InstanceScript.h:61
@ ENCOUNTER_CREDIT_CAST_SPELL
Definition Map.h:152
@ FACTION_FRIENDLY
Definition SharedDefines.h:201
@ UNIT_FLAG_NON_ATTACKABLE
Definition UnitDefines.h:251
events
Definition boss_sartura.cpp:43
bool _EnterEvadeMode(EvadeReason why=EVADE_REASON_OTHER)
Definition CreatureAI.cpp:303
void SetRegeneratingHealth(bool enable)
Definition Creature.h:322
void UpdateEncounterState(EncounterCreditType type, uint32 creditEntry, Unit *source)
Definition Map.cpp:2655
void clearReferences()
Definition ThreatMgr.cpp:426
Definition Unit.h:636
void SetFaction(uint32 faction)
Definition Unit.cpp:10097
uint32 GetFaction() const
Definition Unit.h:817
uint32 GetHealth() const
Definition Unit.h:1038
SpellCastResult CastSpell(SpellCastTargets const &targets, SpellInfo const *spellInfo, CustomSpellValues const *value, TriggerCastFlags triggerFlags=TRIGGERED_NONE, Item *castItem=nullptr, AuraEffect const *triggeredByAura=nullptr, ObjectGuid originalCaster=ObjectGuid::Empty)
Definition Unit.cpp:1178
ThreatMgr & GetThreatMgr()
Definition Unit.h:912
void SetUnitFlag(UnitFlags flags)
UnitFlags available in UnitDefines.h.
Definition Unit.h:719
void SetImmuneToAll(bool apply, bool keepCombat=false)
Definition Unit.h:883
Map * GetMap() const
Definition Object.h:536
virtual void SetData(uint32, uint32)
Definition ZoneScript.h:52
Talk
Definition hyjal.cpp:82
Creature * me
Definition ScriptedCreature.h:280
@ BOSS_ARGENT_CHALLENGE
Definition trial_of_the_champion.h:30
@ SAY_EADRIC_DEFEATED
Definition trial_of_the_champion.h:215

References CreatureAI::_EnterEvadeMode(), BOSS_ARGENT_CHALLENGE, Unit::CastSpell(), ThreatMgr::clearReferences(), DONE, ENCOUNTER_CREDIT_CAST_SPELL, FACTION_FRIENDLY, Unit::GetFaction(), Unit::GetHealth(), WorldObject::GetMap(), Unit::GetThreatMgr(), ScriptedAI::me, pInstance, SAY_EADRIC_DEFEATED, ZoneScript::SetData(), Unit::SetFaction(), Unit::SetImmuneToAll(), Creature::SetRegeneratingHealth(), Unit::SetUnitFlag(), UNIT_FLAG_NON_ATTACKABLE, and Map::UpdateEncounterState().

◆ JustEngagedWith()

void boss_eadric::boss_eadricAI::JustEngagedWith ( Unit )
inlineoverridevirtual

Called for reaction when initially engaged.

Reimplemented from CreatureAI.

126 {
127 events.Reset();
128 events.ScheduleEvent(EVENT_SPELL_RADIANCE, 16000);
129 events.ScheduleEvent(EVENT_SPELL_HAMMER_RIGHTEOUS, 25000);
131 me->CastSpell(me, SPELL_VENGEANCE, false);
132 if (pInstance)
134 }
@ IN_PROGRESS
Definition InstanceScript.h:59
@ EVENT_SPELL_RADIANCE
Definition boss_argent_challenge.cpp:42
@ EVENT_SPELL_HAMMER_RIGHTEOUS
Definition boss_argent_challenge.cpp:43
@ SPELL_VENGEANCE
Definition boss_argent_challenge.cpp:32
@ SAY_EADRIC_AGGRO
Definition trial_of_the_champion.h:210

References BOSS_ARGENT_CHALLENGE, Unit::CastSpell(), EVENT_SPELL_HAMMER_RIGHTEOUS, EVENT_SPELL_RADIANCE, IN_PROGRESS, ScriptedAI::me, pInstance, SAY_EADRIC_AGGRO, ZoneScript::SetData(), and SPELL_VENGEANCE.

◆ KilledUnit()

void boss_eadric::boss_eadricAI::KilledUnit ( Unit who)
inlineoverridevirtual

Reimplemented from CreatureAI.

118 {
119 if (who->IsPlayer())
120 {
122 }
123 }
bool IsPlayer() const
Definition Object.h:200
@ SAY_EADRIC_KILL_PLAYER
Definition trial_of_the_champion.h:214

References Object::IsPlayer(), and SAY_EADRIC_KILL_PLAYER.

◆ MovementInform()

void boss_eadric::boss_eadricAI::MovementInform ( uint32  type,
uint32  id 
)
inlineoverridevirtual

Reimplemented from CreatureAI.

112 {
113 if (type == POINT_MOTION_TYPE && id == 1)
114 me->SetFacingTo(3 * M_PI / 2);
115 }
@ POINT_MOTION_TYPE
Definition MotionMaster.h:48
void SetFacingTo(float ori)
Definition Unit.cpp:20581

References ScriptedAI::me, POINT_MOTION_TYPE, and Unit::SetFacingTo().

◆ Reset()

void boss_eadric::boss_eadricAI::Reset ( )
inlineoverridevirtual

Reimplemented from UnitAI.

104 {
105 events.Reset();
107 if (pInstance)
109 }
@ NOT_STARTED
Definition InstanceScript.h:58
@ REACT_PASSIVE
Definition Unit.h:548
void SetReactState(ReactStates state)
A creature can have 3 ReactStates : Agressive, Passive, Neutral.
Definition Creature.h:95

References BOSS_ARGENT_CHALLENGE, ScriptedAI::me, NOT_STARTED, pInstance, REACT_PASSIVE, ZoneScript::SetData(), and Creature::SetReactState().

◆ SpellHit()

void boss_eadric::boss_eadricAI::SpellHit ( Unit ,
SpellInfo const *  spell 
)
inlineoverridevirtual

Reimplemented from CreatureAI.

137 {
138 if (spell->Id == 66905 && me->GetHealth() == 1) // hammer throw back damage (15k)
139 me->CastSpell(me, 68197, true);
140 }

References Unit::CastSpell(), Unit::GetHealth(), SpellInfo::Id, and ScriptedAI::me.

◆ UpdateAI()

void boss_eadric::boss_eadricAI::UpdateAI ( uint32  )
inlineoverridevirtual

Use to start attacking a target. Called just before JustEngagedWith()

Implements UnitAI.

166 {
167 if (!UpdateVictim())
168 return;
169
170 events.Update(diff);
171
173 return;
174
175 switch (events.ExecuteEvent())
176 {
177 case 0:
178 break;
180 me->CastSpell((Unit*)nullptr, SPELL_RADIANCE, false);
182 events.Repeat(16s);
183 break;
185 if (Unit* target = SelectTarget(SelectTargetMethod::Random, 0, 55.0f, true))
186 {
189 me->CastSpell(target, SPELL_HAMMER_JUSTICE, true);
190 me->CastSpell(target, SPELL_HAMMER_RIGHTEOUS, false);
191 }
192 events.Repeat(25s);
193 break;
194 }
195
197 }
@ UNIT_STATE_CASTING
Definition UnitDefines.h:185
@ SPELL_HAMMER_JUSTICE
Definition boss_argent_challenge.cpp:33
@ SPELL_HAMMER_RIGHTEOUS
Definition boss_argent_challenge.cpp:34
@ SPELL_RADIANCE
Definition boss_argent_challenge.cpp:31
bool UpdateVictim()
Definition CreatureAI.cpp:280
void DoMeleeAttackIfReady()
Definition UnitAI.cpp:39
Unit * SelectTarget(SelectTargetMethod targetType, uint32 position=0, float dist=0.0f, bool playerOnly=false, bool withTank=true, int32 aura=0)
Definition UnitAI.cpp:110
bool HasUnitState(const uint32 f) const
Definition Unit.h:707
@ SAY_EADRIC_HAMMER_RIGHTEOUS
Definition trial_of_the_champion.h:213
@ SAY_EADRIC_EMOTE_RADIANCE
Definition trial_of_the_champion.h:211
@ SAY_EADRIC_EMOTE_HAMMER_RIGHTEOUS
Definition trial_of_the_champion.h:212

References Unit::CastSpell(), UnitAI::DoMeleeAttackIfReady(), EVENT_SPELL_HAMMER_RIGHTEOUS, EVENT_SPELL_RADIANCE, Unit::HasUnitState(), ScriptedAI::me, Random, SAY_EADRIC_EMOTE_HAMMER_RIGHTEOUS, SAY_EADRIC_EMOTE_RADIANCE, SAY_EADRIC_HAMMER_RIGHTEOUS, UnitAI::SelectTarget(), SPELL_HAMMER_JUSTICE, SPELL_HAMMER_RIGHTEOUS, SPELL_RADIANCE, UNIT_STATE_CASTING, and CreatureAI::UpdateVictim().

Member Data Documentation

◆ events

EventMap boss_eadric::boss_eadricAI::events

◆ pInstance

InstanceScript* boss_eadric::boss_eadricAI::pInstance

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