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-rw-r--r--src/server/scripts/Spells/spell_mage.cpp2
1 files changed, 1 insertions, 1 deletions
diff --git a/src/server/scripts/Spells/spell_mage.cpp b/src/server/scripts/Spells/spell_mage.cpp
index f8ac3169e92..7fa1ad600e0 100644
--- a/src/server/scripts/Spells/spell_mage.cpp
+++ b/src/server/scripts/Spells/spell_mage.cpp
@@ -49,7 +49,7 @@ namespace Scripts::Spells::Mage
// We check for permanent immunities first by checking for a DB set immunities value.
// If that check passes, we will check for the creature's current stun immunity to determine if we may proc or not.
if (CreatureImmunities const* immunities = SpellMgr::GetCreatureImmunities(eventInfo.GetProcTarget()->ToCreature()->GetCreatureTemplate()->CreatureImmunitiesId))
- if ((immunities->Mechanic.to_ulong() & (1 << MECHANIC_STUN)) != 0)
+ if (immunities->Mechanic[MECHANIC_STUN])
if ((eventInfo.GetProcTarget()->GetMechanicImmunityMask() & (1 << MECHANIC_STUN)) != 0)
return true;