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authorariel- <ariel-@users.noreply.github.com>2018-01-27 03:45:40 -0300
committerShauren <shauren.trinity@gmail.com>2021-08-28 15:59:11 +0200
commitf3548d45d0a74203ef6f5c7282c31ba794ddf7a1 (patch)
tree94a7c69af30d4b13018457cf40c06366ebc11ba9 /src/server/game/Spells/SpellScript.h
parent52ae3c89d1d4dbcff309d940fd41c7212edc77b7 (diff)
Core/Spells: rework part 3: spells only handle at most one UnitAura and one DynObjAura during its lifetime
Closes #15088 (cherry picked from commit e8d5aa56cc48572d81e1898b7b4ff10cfa6d1957)
Diffstat (limited to 'src/server/game/Spells/SpellScript.h')
-rw-r--r--src/server/game/Spells/SpellScript.h2
1 files changed, 1 insertions, 1 deletions
diff --git a/src/server/game/Spells/SpellScript.h b/src/server/game/Spells/SpellScript.h
index 5e5e5285e49..575e5721bbe 100644
--- a/src/server/game/Spells/SpellScript.h
+++ b/src/server/game/Spells/SpellScript.h
@@ -473,7 +473,7 @@ 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();