Hi, I'm Treeston, and welcome to Combat PR Prep Refactors.
Today, we're moving UNIT_FLAG_IMMUNE_TO_PC and UNIT_FLAG_IMMUNE_TO_NPC to higher-level abstraction so combat manager can react to it. New methods on Unit: - void SetImmuneTo<All/PC/NPC>(apply, keepCombat = false); - bool IsImmuneTo<All/PC/NPC>() const; (cherry picked from commit 74af880217fc567c9949d7557408718af889402f)
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@@ -277,13 +277,13 @@ class spell_q11396_11399_force_shield_arcane_purple_x3 : public SpellScriptLoade
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void HandleEffectApply(AuraEffect const* /*aurEff*/, AuraEffectHandleModes /*mode*/)
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{
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Unit* target = GetTarget();
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target->AddUnitFlag(UNIT_FLAG_IMMUNE_TO_PC);
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target->SetImmuneToPC(true);
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target->AddUnitState(UNIT_STATE_ROOT);
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}
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void HandleEffectRemove(AuraEffect const* /*aurEff*/, AuraEffectHandleModes /*mode*/)
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{
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GetTarget()->RemoveUnitFlag(UNIT_FLAG_IMMUNE_TO_PC);
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GetTarget()->SetImmuneToPC(false);
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}
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void Register() override
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