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