From 99530dcde269cbc36e896447803913a8a81da6bf Mon Sep 17 00:00:00 2001 From: tobmaps Date: Fri, 15 Jul 2011 21:37:09 +0700 Subject: Core/Vehicles: Move most of hardcoded vehicle immunities to DB --- src/server/game/Entities/Vehicle/Vehicle.cpp | 14 ++------------ 1 file changed, 2 insertions(+), 12 deletions(-) (limited to 'src/server') 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()) -- cgit v1.2.3