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authorRat <none@none>2010-04-10 10:20:01 +0200
committerRat <none@none>2010-04-10 10:20:01 +0200
commit4a8bf5900dbd3fa9b7d9d71989d46dad8112fd7f (patch)
tree5bc2a92e77da8a3c1a8d51f35a098cadcc3a3b25 /src/game/Creature.h
parent8bb3b394957f8e3edeb00f68812a997e59bd56d3 (diff)
*modified spelldifficulty handler to work with all spell casts for creatures that are in instances thanks to Shauren for help
*modified most of the scripts to use normal_mode spell for casting (code was autogenerated, post errors if any) *added sql for all modded spells (autogenerated..) --HG-- branch : trunk
Diffstat (limited to 'src/game/Creature.h')
-rw-r--r--src/game/Creature.h1
1 files changed, 0 insertions, 1 deletions
diff --git a/src/game/Creature.h b/src/game/Creature.h
index 0866877a3f5..3ffaa5e401f 100644
--- a/src/game/Creature.h
+++ b/src/game/Creature.h
@@ -418,7 +418,6 @@ class Creature : public Unit, public GridObject<Creature>
void Update(uint32 time); // overwrited Unit::Update
void GetRespawnCoord(float &x, float &y, float &z, float* ori = NULL, float* dist =NULL) const;
uint32 GetEquipmentId() const { return GetCreatureInfo()->equipmentId; }
- uint32 GetSpellIdForDifficulty(uint32 spellId);
void SetCorpseDelay(uint32 delay) { m_corpseDelay = delay; }
bool isRacialLeader() const { return GetCreatureInfo()->RacialLeader; }