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authorQAston <none@none>2009-05-04 15:48:10 +0200
committerQAston <none@none>2009-05-04 15:48:10 +0200
commit6bee2f988af8da474ecebe776e61768bcc730f46 (patch)
tree85e81f2950ff1ae1f151c9f9f981b8e8e6c5ebd5 /src/game/SpellAuras.cpp
parent30ac988ad3273d38ed9b32ba80822c04f87ae696 (diff)
*Do not take ammo for shockwave
*Do not check weapon skills for hits against players' summons *Apply range mods for channeled spell range check --HG-- branch : trunk
Diffstat (limited to 'src/game/SpellAuras.cpp')
-rw-r--r--src/game/SpellAuras.cpp5
1 files changed, 0 insertions, 5 deletions
diff --git a/src/game/SpellAuras.cpp b/src/game/SpellAuras.cpp
index 2cc133d4f01..105c5a97f67 100644
--- a/src/game/SpellAuras.cpp
+++ b/src/game/SpellAuras.cpp
@@ -1071,11 +1071,6 @@ void Aura::_RemoveAura()
{
Unit* caster = GetCaster();
- //passive auras do not get put in slots
- // Note: but totem can be not accessible for aura target in time remove (to far for find in grid)
- //if(m_isPassive && !(caster && caster->GetTypeId() == TYPEID_UNIT && ((Creature*)caster)->isTotem()))
- // return;
-
uint8 slot = GetAuraSlot();
if (Aura * foundAura = m_target->GetAura(GetId(), GetCasterGUID()))