*Send to client periodic heal absorbtion.
*Heal over time spells are updating healing achievement progress now. --HG-- branch : trunk
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@@ -1300,7 +1300,7 @@ class Unit : public WorldObject
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void DealDamageMods(Unit *pVictim, uint32 &damage, uint32* absorb);
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uint32 DealDamage(Unit *pVictim, uint32 damage, CleanDamage const* cleanDamage = NULL, DamageEffectType damagetype = DIRECT_DAMAGE, SpellSchoolMask damageSchoolMask = SPELL_SCHOOL_MASK_NORMAL, SpellEntry const *spellProto = NULL, bool durabilityLoss = true);
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void Kill(Unit *pVictim, bool durabilityLoss = true);
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int32 DealHeal(Unit *pVictim, uint32 addhealth, SpellEntry const *spellProto, bool critical = false);
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int32 DealHeal(Unit *pVictim, uint32 addhealth);
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void ProcDamageAndSpell(Unit *pVictim, uint32 procAttacker, uint32 procVictim, uint32 procEx, uint32 amount, WeaponAttackType attType = BASE_ATTACK, SpellEntry const *procSpell = NULL, SpellEntry const * procAura = NULL);
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void ProcDamageAndSpellFor(bool isVictim, Unit * pTarget, uint32 procFlag, uint32 procExtra, WeaponAttackType attType, SpellEntry const * procSpell, uint32 damage , SpellEntry const * procAura = NULL);
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@@ -1418,6 +1418,7 @@ class Unit : public WorldObject
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bool isInAccessiblePlaceFor(Creature const* c) const;
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void SendHealSpellLog(Unit *pVictim, uint32 SpellID, uint32 Damage, uint32 OverHeal, uint32 Absorb, bool critical = false);
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int32 HealBySpell(Unit * pVictim, SpellEntry const * spellInfo, uint32 addHealth, bool critical = false);
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void SendEnergizeSpellLog(Unit *pVictim, uint32 SpellID, uint32 Damage,Powers powertype);
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void EnergizeBySpell(Unit *pVictim, uint32 SpellID, uint32 Damage, Powers powertype);
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uint32 SpellNonMeleeDamageLog(Unit *pVictim, uint32 spellID, uint32 damage);
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