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authorShocker <shocker@freakz.ro>2012-01-04 13:41:51 -0800
committerShocker <shocker@freakz.ro>2012-01-04 13:41:51 -0800
commit08bcbc89b04b5848596ec6073d3d7ef9e98b4dec (patch)
treeb08545a009053994efd028afe55b49d804fcb674 /src/server/game/Spells/Spell.cpp
parentdd25ed1743056c52a2f2eafae3264d0eb185f1c7 (diff)
parent72e48ef8b3f0115dfa509c5e9a14d7738cb85b59 (diff)
Merge pull request #4229 from devilcoredev/fix_002
Core/Spells: Fix the spell immunity system to be effect-dependent
Diffstat (limited to 'src/server/game/Spells/Spell.cpp')
-rwxr-xr-xsrc/server/game/Spells/Spell.cpp2
1 files changed, 1 insertions, 1 deletions
diff --git a/src/server/game/Spells/Spell.cpp b/src/server/game/Spells/Spell.cpp
index bbc07c0572e..f76dbd7be47 100755
--- a/src/server/game/Spells/Spell.cpp
+++ b/src/server/game/Spells/Spell.cpp
@@ -1562,7 +1562,7 @@ SpellMissInfo Spell::DoSpellHitOnUnit(Unit* unit, const uint32 effectMask, bool
}
for (uint32 effectNumber = 0; effectNumber < MAX_SPELL_EFFECTS; ++effectNumber)
- if (effectMask & (1 << effectNumber))
+ if (effectMask & (1 << effectNumber) && !unit->IsImmunedToSpellEffect(m_spellInfo, effectNumber)) //Handle effect only if the target isn't immune.
HandleEffects(unit, NULL, NULL, effectNumber, SPELL_EFFECT_HANDLE_HIT_TARGET);
return SPELL_MISS_NONE;