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-rwxr-xr-xsrc/server/game/Entities/Vehicle/Vehicle.cpp14
1 files changed, 2 insertions, 12 deletions
diff --git a/src/server/game/Entities/Vehicle/Vehicle.cpp b/src/server/game/Entities/Vehicle/Vehicle.cpp
index d93d51cf9da..fedebb45cb0 100755
--- a/src/server/game/Entities/Vehicle/Vehicle.cpp
+++ b/src/server/game/Entities/Vehicle/Vehicle.cpp
@@ -137,21 +137,11 @@ void Vehicle::Reset(bool evading /*= false*/)
void Vehicle::ApplyAllImmunities()
{
- // This couldn't be done in DB, because Vehicle's immunities are overriden by Player's ones
+ // This couldn't be done in DB, because some spells have MECHANIC_NONE
- // Vehicles should be immune on Knockback, Deathgrip ...
+ // Vehicles should be immune on Knockback ...
_me->ApplySpellImmune(0, IMMUNITY_EFFECT, SPELL_EFFECT_KNOCK_BACK, true);
_me->ApplySpellImmune(0, IMMUNITY_EFFECT, SPELL_EFFECT_KNOCK_BACK_DEST, true);
- _me->ApplySpellImmune(0, IMMUNITY_MECHANIC, MECHANIC_GRIP, true);
-
- // ... Fear, Snare, Root, Stun ...
- _me->ApplySpellImmune(0, IMMUNITY_MECHANIC, MECHANIC_FEAR, true);
- _me->ApplySpellImmune(0, IMMUNITY_MECHANIC, MECHANIC_SNARE, true);
- _me->ApplySpellImmune(0, IMMUNITY_MECHANIC, MECHANIC_ROOT, true);
- _me->ApplySpellImmune(0, IMMUNITY_MECHANIC, MECHANIC_STUN, true);
- _me->ApplySpellImmune(0, IMMUNITY_STATE, SPELL_AURA_MOD_STUN, true);
- _me->ApplySpellImmune(0, IMMUNITY_MECHANIC, MECHANIC_DISORIENTED, true);
- _me->ApplySpellImmune(0, IMMUNITY_STATE, SPELL_AURA_MOD_CONFUSE, true);
// Mechanical units & vehicles ( which are not Bosses, they have own immunities in DB ) should be also immune on healing ( exceptions in switch below )
if (_me->ToCreature() && _me->ToCreature()->GetCreatureInfo()->type == CREATURE_TYPE_MECHANICAL && !_me->ToCreature()->isWorldBoss())