chore(Core): Remove unnecessary slang Cosmetic (#9325)

* Remove unnecessary slang

Removes ZOMG! that is used in the src in logging and notes. Completely Unnecessary. Contributes to nothing useful. Inflates source. Not needed at all in any shape or form. Not Developer Lingo either.

* Further Clean Up

Removed Profanity

* sensible grammar correction

* More ZOMG! removal
This commit is contained in:
acidmanifesto
2021-11-25 08:31:54 +01:00
committed by GitHub
parent 60d90aee3d
commit 29f49108a5
36 changed files with 73 additions and 74 deletions

View File

@@ -47,7 +47,7 @@ SmartAI::SmartAI(Creature* c) : CreatureAI(c)
mCanRepeatPath = false;
// spawn in run mode
// Xinef: spawn in run mode and set mRun to run... this overrides SetWalk EVERYWHERE, RETARDS
// Xinef: spawn in run mode and set mRun to run... this overrides SetWalk EVERYWHERE
mRun = true;
mCanAutoAttack = true;
@@ -337,7 +337,7 @@ void SmartAI::EndPath(bool fail)
}
}
// Xinef: if the escort failed - DO NOT PROCESS ANYTHING, ITS RETARDED
// Xinef: if the escort failed - DO NOT PROCESS ANYTHING
// Xinef: End Path events should be only processed if it was SUCCESSFUL stop or stop called by SMART_ACTION_WAYPOINT_STOP
if (fail)
{

View File

@@ -1516,7 +1516,7 @@ void SmartScript::ProcessAction(SmartScriptHolder& e, Unit* unit, uint32 var0, u
o += e.target.o;
if (Creature* summon = summoner->SummonCreature(e.action.summonCreature.creature, x, y, z, o, (TempSummonType)e.action.summonCreature.type, e.action.summonCreature.duration))
{
if (e.action.summonCreature.attackInvoker == 2) // pussywizard: proper attackInvoker implementation, but not spoiling tc shitness
if (e.action.summonCreature.attackInvoker == 2) // pussywizard: proper attackInvoker implementation
summon->AI()->AttackStart(unit);
else if (e.action.summonCreature.attackInvoker)
summon->AI()->AttackStart((*itr)->ToUnit());
@@ -4480,7 +4480,7 @@ void SmartScript::InitTimer(SmartScriptHolder& e)
break;
case SMART_EVENT_OOC_LOS:
case SMART_EVENT_IC_LOS:
// Xinef: wtf is this bullshit? cooldown should be processed AFTER action is done, not before...
// Xinef: cooldown should be processed AFTER action is done, not before...
//RecalcTimer(e, e.event.los.cooldownMin, e.event.los.cooldownMax);
//break;
case SMART_EVENT_DISTANCE_CREATURE: