Core/Spells: Fixed implementation of SPELL_ATTR1_IMMUNITY_TO_HOSTILE_AND_FRIENDLY_EFFECTS and removed banish special cases that were neccessary because that attribute wasn't correctly supported
Port From (https://github.com/TrinityCore/TrinityCore/commit/c968dedfee59db53fc912ac166309f3d87470821)
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@@ -1702,7 +1702,7 @@ namespace Framework.Constants
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ToggleFarSight = 0x2000, // Toggle Far Sight (Client Only)
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TrackTargetInChannel = 0x4000, // Track Target In Channel Description While Channeling, Adjust Facing To Face Target
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ImmunityPurgesEffect = 0x8000, // Immunity Purges Effect Description For Immunity Spells, Cancel All Auras That This Spell Would Make You Immune To When The Spell Is Applied
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ImmunityToHostileAndFriendlyEffects = 0x10000, /*Wrong Impl*/ // Immunity To Hostile & Friendly Effects Description Will Not Pierce Divine Shield, Ice Block And Other Full Invulnerabilities
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ImmunityToHostileAndFriendlyEffects = 0x10000, // Immunity applied by this aura will also be checked for friendly spells (school immunity only) - used by Cyclone for example to cause friendly spells and healing over time to be immuned
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NoAutocastAi = 0x20000, // No Autocast (Ai)
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PreventsAnim = 0x40000, /*Nyi*/ // Prevents Anim Description Auras Apply UnitFlagPreventEmotesFromChatText
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ExcludeCaster = 0x80000, // Exclude Caster
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@@ -2683,7 +2683,7 @@ namespace Framework.Constants
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Marked = 5, // C T| Nyi
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Wounded25Percent = 6, // T |
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Defensive2 = 7, // Cc | Nyi
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Banished = 8, // C | Nyi
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Banished = 8, // C |
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Dazed = 9, // T|
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Victorious = 10, // C |
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Rampage = 11, // | Nyi
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@@ -474,7 +474,7 @@ namespace Framework.Constants
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Root = 0x400,
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Confused = 0x800,
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Distracted = 0x1000,
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Isolated = 0x2000, // Area Auras Do Not Affect Other Players
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Isolated_Deprecated = 0x2000, // REUSE
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AttackPlayer = 0x4000,
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Casting = 0x8000,
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Possessed = 0x10000, // being possessed by another unit
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@@ -494,7 +494,7 @@ namespace Framework.Constants
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AllStateSupported = Died | MeleeAttacking | Charmed | Stunned | Roaming | Chase
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| Focusing | Fleeing | InFlight | Follow | Root | Confused
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| Distracted | Isolated | AttackPlayer | Casting
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| Distracted | AttackPlayer | Casting
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| Possessed | Charging | Jumping | Move | Rotating
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| Evade | RoamingMove | ConfusedMove | FleeingMove
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| ChaseMove | FollowMove | IgnorePathfinding | FollowFormationMove,
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