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authorthenecromancer <none@none>2010-01-13 10:20:00 +0100
committerthenecromancer <none@none>2010-01-13 10:20:00 +0100
commit8dd67e8bb31ef3740fcff936eb65223072a52729 (patch)
treefc4b3c57850014f9eeaf10f67c63f71167fcecaa /src/game/Creature.h
parent6b07806d0c034e6b88cf0426c753e620841181a5 (diff)
Allow state/effect immunities ignore whole spell when one effect is immuned
(Fixes getting part of CC auras with some immunities) --HG-- branch : trunk
Diffstat (limited to 'src/game/Creature.h')
-rw-r--r--src/game/Creature.h2
1 files changed, 1 insertions, 1 deletions
diff --git a/src/game/Creature.h b/src/game/Creature.h
index 6bad39de566..cd9f30f703a 100644
--- a/src/game/Creature.h
+++ b/src/game/Creature.h
@@ -448,7 +448,7 @@ class TRINITY_DLL_SPEC Creature : public Unit, public GridObject<Creature>
bool canCreatureAttack(Unit const *pVictim, bool force = true) const;
bool IsImmunedToSpell(SpellEntry const* spellInfo);
// redefine Unit::IsImmunedToSpell
- bool IsImmunedToSpellEffect(SpellEntry const* spellInfo, uint32 index) const;
+ bool IsImmunedToSpellEffect(SpellEntry const* spellInfo, uint32 index, bool checkMechanic) const;
// redefine Unit::IsImmunedToSpellEffect
bool isElite() const
{