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author | ariel- <ariel-@users.noreply.github.com> | 2018-01-27 03:45:40 -0300 |
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committer | Shauren <shauren.trinity@gmail.com> | 2021-08-28 15:59:11 +0200 |
commit | f3548d45d0a74203ef6f5c7282c31ba794ddf7a1 (patch) | |
tree | 94a7c69af30d4b13018457cf40c06366ebc11ba9 /src/server/game/Spells/SpellScript.h | |
parent | 52ae3c89d1d4dbcff309d940fd41c7212edc77b7 (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.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 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(); |