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authorKandera <KanderaDev@gmail.com>2012-05-15 15:07:53 -0400
committerKandera <KanderaDev@gmail.com>2012-05-15 15:07:53 -0400
commitc05c16a8dee97a485e0d6a4e73c750e1d140f227 (patch)
tree483cf4180b9fadd73c85c8f35094835bb1c751a0 /src
parent648321e1212c3e2a002df0b4509f2b097a330153 (diff)
Core/Spells: more immunities fixes! mechanics are supposed to be checked for finding out if immune to the entire spell.
Diffstat (limited to 'src')
-rwxr-xr-xsrc/server/game/Entities/Unit/Unit.cpp2
1 files changed, 1 insertions, 1 deletions
diff --git a/src/server/game/Entities/Unit/Unit.cpp b/src/server/game/Entities/Unit/Unit.cpp
index 14184b1606d..f1e5f05bd35 100755
--- a/src/server/game/Entities/Unit/Unit.cpp
+++ b/src/server/game/Entities/Unit/Unit.cpp
@@ -11582,7 +11582,7 @@ bool Unit::IsImmunedToSpell(SpellInfo const* spellInfo)
{
// State/effect immunities applied by aura expect full spell immunity
// Ignore effects with mechanic, they are supposed to be checked separately
- if (spellInfo->Effects[i].Mechanic || !IsImmunedToSpellEffect(spellInfo, i))
+ if (!IsImmunedToSpellEffect(spellInfo, i))
{
immuneToAllEffects = false;
break;