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authorthenecromancer <none@none>2010-01-20 21:10:18 +0100
committerthenecromancer <none@none>2010-01-20 21:10:18 +0100
commitfbe09a92f960e24b90711b55f0d2f3a864605d3d (patch)
tree0e6e42f3ab12ffa4c9059401e6651e5ed3482b11 /src/game/Creature.h
parent721c9262291833868b6c478410c23f732eca4d4b (diff)
Allow spells with effect mechanic to allow apply other effects when effect with mechanic would be fail due to effect/state immunity.
--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 b0447a31156..ad8dfc2b01c 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, bool checkMechanic) const;
+ bool IsImmunedToSpellEffect(SpellEntry const* spellInfo, uint32 index) const;
// redefine Unit::IsImmunedToSpellEffect
bool isElite() const
{