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| author | ariel- <ariel-@users.noreply.github.com> | 2018-01-27 03:45:40 -0300 |
|---|---|---|
| committer | Ariel Silva <ariel-@users.noreply.github.com> | 2018-03-09 14:41:28 -0300 |
| commit | e8d5aa56cc48572d81e1898b7b4ff10cfa6d1957 (patch) | |
| tree | b21b5dff1cdb693074e23eb57906f6a2a2182a76 /src/server/game/Spells/SpellScript.h | |
| parent | 9b38a6352c0fe2499de54fd769aa1c721a410bda (diff) | |
Core/Spells: rework part 3: spells only handle at most one UnitAura and one DynObjAura during its lifetime
Closes #15088
Diffstat (limited to 'src/server/game/Spells/SpellScript.h')
| -rw-r--r-- | src/server/game/Spells/SpellScript.h | 2 |
1 files changed, 1 insertions, 1 deletions
diff --git a/src/server/game/Spells/SpellScript.h b/src/server/game/Spells/SpellScript.h index 1f76a3a5b59..3b5385eefa9 100644 --- a/src/server/game/Spells/SpellScript.h +++ b/src/server/game/Spells/SpellScript.h @@ -434,7 +434,7 @@ class TC_GAME_API SpellScript : public _SpellScript void PreventHitHeal() { SetHitHeal(0); } Spell* GetSpell() const { return m_spell; } // returns current spell hit target aura - Aura* GetHitAura() const; + Aura* GetHitAura(bool dynObjAura = false) const; // prevents applying aura on current spell hit target void PreventHitAura(); |
