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authorQAston <qaston@gmail.com>2011-05-29 13:18:47 +0200
committerQAston <qaston@gmail.com>2011-05-29 13:18:47 +0200
commit42a20f14efd4ceede6839d7baa5ab268a06b49d4 (patch)
treeda4e9b39c78638f508e4de88e568423702ee7e9e /src/server/game/Spells/SpellMgr.cpp
parentb2096c711ee0440c957b1fe7d12ccf2550725c98 (diff)
Core/Auras: Use existing aura object on aura reapply/stack increase instead of creating a new one.
You can hook on reapply/stack event by checking for AURA_EFFECT_HANDLE_REAPPLY aura handler mode, AURA_EFFECT_HANDLE_REAL is now not triggered on aura refresh/stack.
Diffstat (limited to 'src/server/game/Spells/SpellMgr.cpp')
-rwxr-xr-xsrc/server/game/Spells/SpellMgr.cpp2
1 files changed, 0 insertions, 2 deletions
diff --git a/src/server/game/Spells/SpellMgr.cpp b/src/server/game/Spells/SpellMgr.cpp
index cf7f10d9bdc..c852e2d133c 100755
--- a/src/server/game/Spells/SpellMgr.cpp
+++ b/src/server/game/Spells/SpellMgr.cpp
@@ -3118,8 +3118,6 @@ bool SpellArea::IsFitToRequirements(Player const* player, uint32 newZone, uint32
return true;
}
-//-----------TRINITY-------------
-
bool SpellMgr::CanAurasStack(Aura const *aura1, Aura const *aura2, bool sameCaster) const
{
SpellEntry const *spellInfo_1 = aura1->GetSpellProto();