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-rw-r--r--src/game/DynamicObject.cpp4
1 files changed, 2 insertions, 2 deletions
diff --git a/src/game/DynamicObject.cpp b/src/game/DynamicObject.cpp
index 1e71eb7159d..ac2c4b8ada4 100644
--- a/src/game/DynamicObject.cpp
+++ b/src/game/DynamicObject.cpp
@@ -92,7 +92,7 @@ bool DynamicObject::Create(uint32 guidlow, Unit *caster, uint32 spellId, const P
// The lower word of DYNAMICOBJECT_BYTES must be 0x0001. This value means that the visual radius will be overriden
// by client for most of the "ground patch" visual effect spells and a few "skyfall" ones like Hurricane.
// If any other value is used, the client will _always_ use the radius provided in DYNAMICOBJECT_RADIUS, but
- // precompensation is necessary (eg radius *= 2) for many spells. Anyway, blizz sends 0x0001 for all the spells
+ // precompensation is necessary (eg radius *= 2) for many spells. Anyway, blizz sends 0x0001 for all the spells
// I saw sniffed...
SetUInt32Value( DYNAMICOBJECT_BYTES, 0x00000001 );
SetUInt32Value( DYNAMICOBJECT_SPELLID, spellId );
@@ -166,7 +166,7 @@ int32 DynamicObject::GetDuration() const
if (!m_aura)
return m_duration;
else
- return m_aura->GetDuration();
+ return m_aura->GetDuration();
}
void DynamicObject::SetDuration(int32 newDuration)