Core/Vehicles: Move most of hardcoded vehicle immunities to DB
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@@ -137,21 +137,11 @@ void Vehicle::Reset(bool evading /*= false*/)
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void Vehicle::ApplyAllImmunities()
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{
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// This couldn't be done in DB, because Vehicle's immunities are overriden by Player's ones
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// This couldn't be done in DB, because some spells have MECHANIC_NONE
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// Vehicles should be immune on Knockback, Deathgrip ...
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// Vehicles should be immune on Knockback ...
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_me->ApplySpellImmune(0, IMMUNITY_EFFECT, SPELL_EFFECT_KNOCK_BACK, true);
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_me->ApplySpellImmune(0, IMMUNITY_EFFECT, SPELL_EFFECT_KNOCK_BACK_DEST, true);
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_me->ApplySpellImmune(0, IMMUNITY_MECHANIC, MECHANIC_GRIP, true);
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// ... Fear, Snare, Root, Stun ...
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_me->ApplySpellImmune(0, IMMUNITY_MECHANIC, MECHANIC_FEAR, true);
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_me->ApplySpellImmune(0, IMMUNITY_MECHANIC, MECHANIC_SNARE, true);
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_me->ApplySpellImmune(0, IMMUNITY_MECHANIC, MECHANIC_ROOT, true);
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_me->ApplySpellImmune(0, IMMUNITY_MECHANIC, MECHANIC_STUN, true);
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_me->ApplySpellImmune(0, IMMUNITY_STATE, SPELL_AURA_MOD_STUN, true);
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_me->ApplySpellImmune(0, IMMUNITY_MECHANIC, MECHANIC_DISORIENTED, true);
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_me->ApplySpellImmune(0, IMMUNITY_STATE, SPELL_AURA_MOD_CONFUSE, 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->ToCreature() && _me->ToCreature()->GetCreatureInfo()->type == CREATURE_TYPE_MECHANICAL && !_me->ToCreature()->isWorldBoss())
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