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Fixed compile
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@@ -11528,7 +11528,7 @@ bool Unit::IsImmunedToDamage(SpellInfo const* spellInfo)
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return false;
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uint32 shoolMask = spellInfo->GetSchoolMask();
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if (spellInfo->Id != 42292 && spellInfo->Id !=59752)
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if (spellInfo->Id != 42292 && spellInfo->Id != 59752)
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{
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// If m_immuneToSchool type contain this school type, IMMUNE damage.
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SpellImmuneList const& schoolList = m_spellImmune[IMMUNITY_SCHOOL];
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@@ -11588,10 +11588,11 @@ bool Unit::IsImmunedToSpell(SpellInfo const* spellInfo)
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break;
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}
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}
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if (immuneToAllEffects) //Return immune only if the target is immune to all spell effects.
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return true;
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if (spellInfo->Id != 42292 && spellInfo->Id !=59752)
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if (spellInfo->Id != 42292 && spellInfo->Id != 59752)
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{
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SpellImmuneList const& schoolList = m_spellImmune[IMMUNITY_SCHOOL];
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for (SpellImmuneList::const_iterator itr = schoolList.begin(); itr != schoolList.end(); ++itr)
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@@ -11609,8 +11610,9 @@ bool Unit::IsImmunedToSpell(SpellInfo const* spellInfo)
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bool Unit::IsImmunedToSpellEffect(SpellInfo const* spellInfo, uint32 index) const
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{
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if (!spellInfo || !spellInfo->Effects[index])
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if (!spellInfo || !spellInfo->Effects[index].IsEffect())
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return false;
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// If m_immuneToEffect type contain this effect type, IMMUNE effect.
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uint32 effect = spellInfo->Effects[index].Effect;
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SpellImmuneList const& effectList = m_spellImmune[IMMUNITY_EFFECT];
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