AzerothCore 3.3.5a
OpenSource WoW Emulator
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boss_dorothee Struct Reference
Inheritance diagram for boss_dorothee:
ScriptedAI CreatureAI UnitAI

Public Member Functions

 boss_dorothee (Creature *creature)
 
void DoAction (int32 action) override
 
void Reset () override
 
void JustEngagedWith (Unit *) override
 Called for reaction when initially engaged. More...
 
void JustReachedHome () override
 
void SummonTito ()
 
void JustDied (Unit *) override
 
void SummonedCreatureDies (Creature *creature, Unit *) override
 
void EnterEvadeMode (EvadeReason reason) override
 
void UpdateAI (uint32 diff) override
 Use to start attacking a target. Called just before JustEngagedWith() More...
 
- 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) More...
 
void UpdateAI (uint32 diff) override
 Use to start attacking a target. Called just before JustEngagedWith() More...
 
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. More...
 
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
 
- 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. More...
 
void Talk (uint8 id, Milliseconds delay)
 
 CreatureAI (Creature *creature)
 
 ~CreatureAI () override
 
void MoveCircleChecks ()
 
void MoveBackwardsChecks ()
 
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 JustEngagedWith (Unit *)
 Called for reaction when initially engaged. More...
 
virtual void JustDied (Unit *)
 
virtual void KilledUnit (Unit *)
 
virtual void JustSummoned (Creature *)
 
virtual void IsSummonedBy (WorldObject *)
 
virtual void SummonedCreatureDespawn (Creature *)
 
virtual void SummonedCreatureDies (Creature *, Unit *)
 
virtual void SummonedCreatureDespawnAll ()
 
virtual void SummonedCreatureEvade (Creature *)
 
virtual void SpellHit (Unit *, SpellInfo const *)
 
virtual void SpellHitTarget (Unit *, SpellInfo const *)
 
virtual void AttackedBy (Unit *)
 
virtual bool IsEscorted ()
 
virtual void JustRespawned ()
 
virtual void MovementInform (uint32, uint32)
 
virtual void PathEndReached (uint32)
 
void OnCharmed (bool apply) override
 Called when unit is charmed. More...
 
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 ================== More...
 
virtual void PassengerBoarded (Unit *, int8, bool)
 == Fields ======================================= More...
 
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 AttackStart (Unit *)
 
virtual void UpdateAI (uint32)=0
 Use to start attacking a target. Called just before JustEngagedWith() More...
 
virtual void InitializeAI ()
 
virtual void Reset ()
 
virtual void OnCharmed (bool apply)=0
 Called when unit is charmed. More...
 
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: More...
 
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. More...
 
virtual void JustExitedCombat ()
 Called when the unit leaves combat. More...
 
virtual void DamageDealt (Unit *, uint32 &, DamageEffectType)
 Called at any Damage to any victim (before damage apply) More...
 
virtual void DamageTaken (Unit *, uint32 &, DamageEffectType, SpellSchoolMask)
 Called at any Damage from any attacker (before damage apply) More...
 
virtual void HealReceived (Unit *, uint32 &)
 Called when the creature receives heal. More...
 
virtual void OnPowerUpdate (Powers, int32, int32, uint32)
 Called when the creature power updates. More...
 
virtual void HealDone (Unit *, uint32 &)
 Called when the unit heals. More...
 
virtual void OnCalculateMeleeDamageReceived (uint32 &, Unit *)
 Called during damage calculations. More...
 
virtual void OnCalculateSpellDamageReceived (int32 &, Unit *)
 
virtual void OnCalculatePeriodicTickReceived (uint32 &, Unit *)
 Called during calculation when receiving periodic healing or damage (DoT or HoT) More...
 
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. More...
 
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. More...
 
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. More...
 
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. More...
 
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

InstanceScriptinstance
 
bool titoDied
 
- Public Attributes inherited from ScriptedAI
Creatureme
 

Private Attributes

TaskScheduler _scheduler
 
bool _startIntro
 

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_dorothee()

boss_dorothee::boss_dorothee ( Creature creature)
inline
160 : ScriptedAI(creature)
161 {
162 me->SetCombatMovement(false);
163 //this is kinda a big no-no. but it will prevent her from moving to chase targets. she should just cast her spells. in this case, since there is not really something to LOS her with or get out of range this would work. but a more elegant solution would be better
164
165 instance = creature->GetInstanceScript();
166
168 {
170 });
171 }
@ UNIT_STATE_CASTING
Definition: UnitDefines.h:164
TaskScheduler & SetValidator(P &&predicate)
Sets a validator which is asked if tasks are allowed to be executed.
Definition: TaskScheduler.h:194
Definition: ScriptedCreature.h:190
Creature * me
Definition: ScriptedCreature.h:280
void SetCombatMovement(bool allowMovement)
Definition: Creature.cpp:3844
InstanceScript * GetInstanceScript() const
Definition: Object.cpp:1192
bool HasUnitState(const uint32 f) const
Definition: Unit.h:701
TaskScheduler _scheduler
Definition: bosses_opera.cpp:270
InstanceScript * instance
Definition: bosses_opera.cpp:173

References _scheduler, WorldObject::GetInstanceScript(), Unit::HasUnitState(), instance, ScriptedAI::me, Creature::SetCombatMovement(), TaskScheduler::SetValidator(), and UNIT_STATE_CASTING.

Member Function Documentation

◆ DoAction()

void boss_dorothee::DoAction ( int32  action)
inlineoverridevirtual

Reimplemented from UnitAI.

177 {
178 if (action == ACTION_RELEASE)
179 {
180 _scheduler.Schedule(11700ms, [this](TaskContext)
181 {
183 me->SetImmuneToPC(false);
185 });
186 }
187 }
@ ACTION_RELEASE
Definition: bosses_opera.cpp:102
@ UNIT_FLAG_NON_ATTACKABLE
Definition: UnitDefines.h:230
TaskScheduler & Schedule(std::chrono::duration< _Rep, _Period > const &time, task_handler_t const &task)
Definition: TaskScheduler.h:229
Definition: TaskScheduler.h:415
void SetInCombatWithZone()
Set in combat all units in the dungeon/raid. Affect only units with IsAIEnabled.
Definition: Creature.cpp:2809
void SetImmuneToPC(bool apply, bool keepCombat=false)
Definition: Unit.cpp:13597
void RemoveUnitFlag(UnitFlags flags)
UnitFlags available in UnitDefines.h.
Definition: Unit.h:714

References _scheduler, ACTION_RELEASE, ScriptedAI::me, Unit::RemoveUnitFlag(), TaskScheduler::Schedule(), Unit::SetImmuneToPC(), Creature::SetInCombatWithZone(), and UNIT_FLAG_NON_ATTACKABLE.

◆ EnterEvadeMode()

void boss_dorothee::EnterEvadeMode ( EvadeReason  reason)
inlineoverridevirtual

Reimplemented from CreatureAI.

243 {
245
247 {
250 }
251 }
void DespawnAll(InstanceScript *instance)
Definition: bosses_opera.cpp:121
@ DATA_OPERA_PERFORMANCE
Definition: karazhan.h:34
@ FAIL
Definition: InstanceScript.h:59
virtual void EnterEvadeMode(EvadeReason why=EVADE_REASON_OTHER)
Definition: CreatureAI.cpp:197
bool HasUnitFlag(UnitFlags flags) const
Definition: Unit.h:712
virtual bool SetBossState(uint32 id, EncounterState state)
Definition: InstanceScript.cpp:351

References DATA_OPERA_PERFORMANCE, DespawnAll(), CreatureAI::EnterEvadeMode(), FAIL, Unit::HasUnitFlag(), instance, ScriptedAI::me, InstanceScript::SetBossState(), and UNIT_FLAG_NON_ATTACKABLE.

◆ JustDied()

void boss_dorothee::JustDied ( Unit )
inlineoverridevirtual

Reimplemented from ScriptedAI.

228 {
232 }
@ SAY_DOROTHEE_DEATH
Definition: bosses_opera.cpp:38
void SummonCroneIfReady(InstanceScript *instance, Creature *creature)
Definition: bosses_opera.cpp:105
Talk
Definition: hyjal.cpp:82
void DespawnOrUnsummon(Milliseconds msTimeToDespawn, Seconds forcedRespawnTimer)
Definition: Creature.cpp:2176

References Creature::DespawnOrUnsummon(), instance, ScriptedAI::me, SAY_DOROTHEE_DEATH, and SummonCroneIfReady().

◆ JustEngagedWith()

void boss_dorothee::JustEngagedWith ( Unit )
inlineoverridevirtual

Called for reaction when initially engaged.

Reimplemented from ScriptedAI.

196 {
197 _scheduler.Schedule(1ms, [this](TaskContext context)
198 {
200 context.Repeat(1500ms);
201 }).Schedule(15s, [this](TaskContext context)
202 {
204 context.Repeat(30s);
205 }).Schedule(41s, [this](TaskContext)
206 {
207 SummonTito();
208 });
209 }
@ SPELL_WATERBOLT
Definition: bosses_opera.cpp:64
@ SPELL_SCREAM
Definition: bosses_opera.cpp:65
TaskContext & Repeat(std::chrono::duration< _Rep, _Period > const &duration)
Definition: TaskScheduler.h:485
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.
Definition: UnitAI.cpp:259
SpellCastResult DoCastSelf(uint32 spellId, bool triggered=false)
Definition: UnitAI.h:392
void SummonTito()
Definition: bosses_opera.cpp:216

References _scheduler, UnitAI::DoCastRandomTarget(), UnitAI::DoCastSelf(), TaskContext::Repeat(), TaskScheduler::Schedule(), SPELL_SCREAM, SPELL_WATERBOLT, and SummonTito().

◆ JustReachedHome()

void boss_dorothee::JustReachedHome ( )
inlineoverridevirtual

Reimplemented from CreatureAI.

212 {
214 }

References Creature::DespawnOrUnsummon(), and ScriptedAI::me.

◆ Reset()

void boss_dorothee::Reset ( )
inlineoverridevirtual

Reimplemented from ScriptedAI.

190 {
191 titoDied = false;
192 _startIntro = false;
193 }
bool _startIntro
Definition: bosses_opera.cpp:271
bool titoDied
Definition: bosses_opera.cpp:174

References _startIntro, and titoDied.

◆ SummonedCreatureDies()

void boss_dorothee::SummonedCreatureDies ( Creature creature,
Unit  
)
inlineoverridevirtual

Reimplemented from CreatureAI.

235 {
236 if (creature->GetEntry() == NPC_TITO)
237 {
239 }
240 }
@ SAY_DOROTHEE_TITO_DEATH
Definition: bosses_opera.cpp:40
@ NPC_TITO
Definition: karazhan.h:112
uint32 GetEntry() const
Definition: Object.h:112

References Object::GetEntry(), NPC_TITO, and SAY_DOROTHEE_TITO_DEATH.

◆ SummonTito()

void boss_dorothee::SummonTito ( )
inline
217 {
218 if (Creature* pTito = me->SummonCreature(CREATURE_TITO, 0.0f, 0.0f, 0.0f, 0.0f, TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT, 30000))
219 {
221 pTito->AI()->AttackStart(me->GetVictim());
222 pTito->SetInCombatWithZone();
223 titoDied = false;
224 }
225 }
@ SAY_DOROTHEE_SUMMON
Definition: bosses_opera.cpp:39
@ CREATURE_TITO
Definition: bosses_opera.cpp:95
@ TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT
Definition: Object.h:48
Definition: Creature.h:45
TempSummon * SummonCreature(uint32 id, const Position &pos, TempSummonType spwtype=TEMPSUMMON_MANUAL_DESPAWN, uint32 despwtime=0, uint32 vehId=0, SummonPropertiesEntry const *properties=nullptr, bool visibleBySummonerOnly=false) const
Definition: Object.cpp:2355
Unit * GetVictim() const
Definition: Unit.h:853

References CREATURE_TITO, Unit::GetVictim(), ScriptedAI::me, SAY_DOROTHEE_SUMMON, WorldObject::SummonCreature(), TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT, and titoDied.

Referenced by JustEngagedWith().

◆ UpdateAI()

void boss_dorothee::UpdateAI ( uint32  )
inlineoverridevirtual

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

Reimplemented from ScriptedAI.

254 {
255 if (!_startIntro)
256 {
258 }
259
260 if (!_startIntro)
261 {
263 _startIntro = true;
264 }
266
267 _scheduler.Update(diff);
268 }
@ SAY_DOROTHEE_AGGRO
Definition: bosses_opera.cpp:41
void DoActions(InstanceScript *instance)
Definition: bosses_opera.cpp:145
TaskScheduler & Update(success_t const &callback=EmptyCallback)
Definition: TaskScheduler.cpp:27
void DoMeleeAttackIfReady()
Definition: UnitAI.cpp:39

References _scheduler, _startIntro, DoActions(), UnitAI::DoMeleeAttackIfReady(), instance, SAY_DOROTHEE_AGGRO, and TaskScheduler::Update().

Member Data Documentation

◆ _scheduler

TaskScheduler boss_dorothee::_scheduler
private

◆ _startIntro

bool boss_dorothee::_startIntro
private

Referenced by Reset(), and UpdateAI().

◆ instance

InstanceScript* boss_dorothee::instance

◆ titoDied

bool boss_dorothee::titoDied

Referenced by Reset(), and SummonTito().