Some refactoring of code. and some cleanups
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@@ -138,7 +138,7 @@ namespace Game.Entities
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_me.ApplySpellImmune(0, SpellImmunity.Effect, SpellEffectName.KnockBackDest, true);
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// Mechanical units & vehicles ( which are not Bosses, they have own immunities in DB ) should be also immune on healing ( exceptions in switch below )
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if (_me.IsTypeId(TypeId.Unit) && _me.ToCreature().GetCreatureTemplate().CreatureType == CreatureType.Mechanical && !_me.ToCreature().isWorldBoss())
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if (_me.IsTypeId(TypeId.Unit) && _me.ToCreature().GetCreatureTemplate().CreatureType == CreatureType.Mechanical && !_me.ToCreature().IsWorldBoss())
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{
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// Heal & dispel ...
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_me.ApplySpellImmune(0, SpellImmunity.Effect, SpellEffectName.Heal, true);
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