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authormegamage <none@none>2009-08-27 16:41:10 -0500
committermegamage <none@none>2009-08-27 16:41:10 -0500
commitee3c766bc95f05018e7de30d9a0768fd1246be87 (patch)
tree8f44200c1871fb0c9ab5b0a87e89295b33bee3e5 /src/game/Unit.h
parentd8290149206a5f8a0a7d5d742fa6f2da280ff695 (diff)
*Use one dynobj to handle multiple aura effects.
--HG-- branch : trunk
Diffstat (limited to 'src/game/Unit.h')
-rw-r--r--src/game/Unit.h1
1 files changed, 0 insertions, 1 deletions
diff --git a/src/game/Unit.h b/src/game/Unit.h
index 6b1304f9839..b1a0c6e4d8c 100644
--- a/src/game/Unit.h
+++ b/src/game/Unit.h
@@ -1688,7 +1688,6 @@ class TRINITY_DLL_SPEC Unit : public WorldObject
void setTransForm(uint32 spellid) { m_transform = spellid;}
uint32 getTransForm() const { return m_transform;}
- DynamicObject* GetDynObject(uint32 spellId, uint32 effIndex);
DynamicObject* GetDynObject(uint32 spellId);
void AddDynObject(DynamicObject* dynObj);
void RemoveDynObject(uint32 spellid);