Core/Unit: don't use damage immunity to calculate hit result for the whole spell. Should be used only for damage

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ariel- authored and roc13x committed 2017-05-04 01:45:58 +01:00
1 parent 045bf711c2
commit 746cb97dce
2 files changed
+10 -5

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@@ -2547,7 +2547,7 @@ SpellMissInfo Spell::DoSpellHitOnUnit(Unit* unit, uint32 effectMask, bool scaleA
return SPELL_MISS_EVADE;
// For delayed spells immunity may be applied between missile launch and hit - check immunity for that case
if (m_spellInfo->Speed && (unit->IsImmunedToDamage(m_spellInfo) || unit->IsImmunedToSpell(m_spellInfo)))
if (m_spellInfo->Speed && unit->IsImmunedToSpell(m_spellInfo))
return SPELL_MISS_IMMUNE;
// disable effects to which unit is immune