Allow spells with effect mechanic to allow apply other effects when effect with mechanic would be fail due to effect/state immunity.
--HG-- branch : trunk
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@@ -1824,7 +1824,7 @@ class TRINITY_DLL_SPEC Unit : public WorldObject
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// redefined in Creature
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bool IsImmunedToDamage(SpellSchoolMask meleeSchoolMask);
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bool IsImmunedToDamage(SpellEntry const* spellInfo);
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virtual bool IsImmunedToSpellEffect(SpellEntry const* spellInfo, uint32 index, bool checkMechanic=true) const;
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virtual bool IsImmunedToSpellEffect(SpellEntry const* spellInfo, uint32 index) const;
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// redefined in Creature
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uint32 CalcNotIgnoreDamageRedunction( uint32 damage, SpellSchoolMask damageSchoolMask);
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uint32 CalcArmorReducedDamage(Unit* pVictim, const uint32 damage, SpellEntry const *spellInfo, WeaponAttackType attackType=MAX_ATTACK);
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