*Use one dynobj to handle multiple aura effects.
--HG-- branch : trunk
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@@ -1688,7 +1688,6 @@ class TRINITY_DLL_SPEC Unit : public WorldObject
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void setTransForm(uint32 spellid) { m_transform = spellid;}
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uint32 getTransForm() const { return m_transform;}
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DynamicObject* GetDynObject(uint32 spellId, uint32 effIndex);
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DynamicObject* GetDynObject(uint32 spellId);
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void AddDynObject(DynamicObject* dynObj);
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void RemoveDynObject(uint32 spellid);
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