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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/scripts/Spells
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/scripts/Spells')
-rw-r--r--src/server/scripts/Spells/spell_quest.cpp4
1 files changed, 2 insertions, 2 deletions
diff --git a/src/server/scripts/Spells/spell_quest.cpp b/src/server/scripts/Spells/spell_quest.cpp
index 72e29df22f8..e3ef1faee6f 100644
--- a/src/server/scripts/Spells/spell_quest.cpp
+++ b/src/server/scripts/Spells/spell_quest.cpp
@@ -277,13 +277,13 @@ class spell_q11396_11399_force_shield_arcane_purple_x3 : public SpellScriptLoade
void HandleEffectApply(AuraEffect const* /*aurEff*/, AuraEffectHandleModes /*mode*/)
{
Unit* target = GetTarget();
- target->SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_IMMUNE_TO_PC);
+ target->SetImmuneToPC(true);
target->AddUnitState(UNIT_STATE_ROOT);
}
void HandleEffectRemove(AuraEffect const* /*aurEff*/, AuraEffectHandleModes /*mode*/)
{
- GetTarget()->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_IMMUNE_TO_PC);
+ GetTarget()->SetImmuneToPC(false);
}
void Register() override