Core/Creatures: Move immunities to separate table and implemented setting immunties to dispel, spell effects, aura types, aoe and chain targeting
Port From (https://github.com/TrinityCore/TrinityCore/commit/f70a5817e1c07891185d716611d45f50b1c73b78)
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@@ -562,8 +562,8 @@ namespace Game.Entities
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Creature creature1 = ToCreature();
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if (creature1 != null)
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{
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ulong immuneMask = creature1.GetCreatureTemplate().MechanicImmuneMask;
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if (Convert.ToBoolean(immuneMask & (1 << ((int)Mechanics.Snare - 1))) || Convert.ToBoolean(immuneMask & (1 << ((int)Mechanics.Daze - 1))))
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CreatureImmunities immunities = Global.SpellMgr.GetCreatureImmunities(creature1.GetCreatureTemplate().CreatureImmunitiesId);
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if (immunities != null && (immunities.Mechanic[(int)Mechanics.Snare] || immunities.Mechanic[(int)Mechanics.Daze]))
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break;
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}
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