*Use overheal as parameter instead of gain. Author: DonTomika
--HG-- branch : trunk
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@@ -1273,7 +1273,7 @@ class TRINITY_DLL_SPEC Unit : public WorldObject
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virtual bool IsUnderWater() const;
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bool isInAccessiblePlaceFor(Creature const* c) const;
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void SendHealSpellLog(Unit *pVictim, uint32 SpellID, uint32 Damage, bool critical, int32 gain);
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void SendHealSpellLog(Unit *pVictim, uint32 SpellID, uint32 Damage, uint32 OverHeal, bool critical = false);
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void SendEnergizeSpellLog(Unit *pVictim, uint32 SpellID, uint32 Damage,Powers powertype);
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uint32 SpellNonMeleeDamageLog(Unit *pVictim, uint32 spellID, uint32 damage);
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void CastSpell(Unit* Victim, uint32 spellId, bool triggered, Item *castItem = NULL, AuraEffect* triggeredByAura = NULL, uint64 originalCaster = 0);
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