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authortreeston <treeston.mmoc@gmail.com>2017-07-09 02:07:29 +0200
committertreeston <treeston.mmoc@gmail.com>2017-07-09 02:07:29 +0200
commit74af880217fc567c9949d7557408718af889402f (patch)
tree7a39bedb3fbd1a618413ef60ca390c94f4298fea /src/server/game/Entities/GameObject
parentc6d799444572a6d3023a560d7d1c24b0d7a8d050 (diff)
Hi, I'm Treeston, and welcome to Combat PR Prep Refactors.
Today, we're moving UNIT_FLAG_IMMUNE_TO_PC and UNIT_FLAG_IMMUNE_TO_NPC to higher-level abstraction so combat manager can react to it. New methods on Unit: - void SetImmuneTo<All/PC/NPC>(apply, keepCombat = false); - bool IsImmuneTo<All/PC/NPC>() const;
Diffstat (limited to 'src/server/game/Entities/GameObject')
-rw-r--r--src/server/game/Entities/GameObject/GameObject.cpp2
1 files changed, 1 insertions, 1 deletions
diff --git a/src/server/game/Entities/GameObject/GameObject.cpp b/src/server/game/Entities/GameObject/GameObject.cpp
index 93a2d43b4f2..be0406be5b0 100644
--- a/src/server/game/Entities/GameObject/GameObject.cpp
+++ b/src/server/game/Entities/GameObject/GameObject.cpp
@@ -1897,7 +1897,7 @@ void GameObject::CastSpell(Unit* target, uint32 spellId, TriggerCastFlags trigge
return;
// remove immunity flags, to allow spell to target anything
- trigger->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_IMMUNE_TO_NPC | UNIT_FLAG_IMMUNE_TO_PC);
+ trigger->SetImmuneToAll(false);
if (Unit* owner = GetOwner())
{