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

@@ -2791,7 +2791,7 @@ SpellMissInfo Spell::DoSpellHitOnUnit(Unit* unit, uint32 effectMask, bool scaleA
effectMask &= ~(1 << effectNumber);
// Xinef: Buggs out polymorph
// Xinef: And this is checked in MagicSpellHitResult, why we check resistance twice?
// Xinef: And why we check every spell effect basing on rand and generic dispel info? some effects will be appliend and some wont? WTF?
// Xinef: And why we check every spell effect basing on rand and generic dispel info? some effects will be appliend and some wont?
/*else if (m_spellInfo->Effects[effectNumber].IsAura() && !m_spellInfo->IsPositiveEffect(effectNumber))
{
int32 debuff_resist_chance = unit->GetMaxPositiveAuraModifierByMiscValue(SPELL_AURA_MOD_DEBUFF_RESISTANCE, int32(m_spellInfo->Dispel));
@@ -3719,7 +3719,7 @@ void Spell::_cast(bool skipCheck)
SendSpellGo();
// Okay, everything is prepared. Now we need to distinguish between immediate and evented delayed spells
if ((m_spellInfo->Speed > 0.0f && !m_spellInfo->IsChanneled())/* xinef: we dont need this shit || m_spellInfo->Id == 14157*/)
if ((m_spellInfo->Speed > 0.0f && !m_spellInfo->IsChanneled())/* xinef: we dont need this || m_spellInfo->Id == 14157*/)
{
// Remove used for cast item if need (it can be already nullptr after TakeReagents call
// in case delayed spell remove item at cast delay start
@@ -4624,7 +4624,7 @@ void Spell::WriteSpellGoTargets(WorldPacket* data)
if ((*ihit).missCondition == SPELL_MISS_NONE) // Add only hits
{
*data << ihit->targetGUID;
// Xinef: WTF is this? No channeled spell checked, no anything
// Xinef: No channeled spell checked, no anything
//m_channelTargetEffectMask |=ihit->effectMask;
++hit;
}
@@ -6318,7 +6318,7 @@ SpellCastResult Spell::CheckPetCast(Unit* target)
m_targets.SetUnitTarget(target);
}
// xinef: Calculate power cost here, so funciton checking power can work properly and dont return shit results
// xinef: Calculate power cost here, so funciton checking power can work properly and dont return bad results
m_powerCost = m_spellInfo->CalcPowerCost(m_caster, m_spellSchoolMask, this);
// cooldown
@@ -6568,7 +6568,7 @@ SpellCastResult Spell::CheckRange(bool strict)
{
if (target != m_caster)
{
// Xinef: WHAT DA FUCK IS THIS SHIT? Spells with 5yd range can hit target 9yd away? >.>
// Xinef: Spells with 5yd range can hit target 9yd away?
if (range_type == SPELL_RANGE_MELEE)
{
float real_max_range = max_range;
@@ -7435,7 +7435,7 @@ bool Spell::CheckEffectTarget(Unit const* target, uint32 eff) const
return true;
}
// todo: shit below shouldn't be here, but it's temporary
// todo: below shouldn't be here, but it's temporary
//Check targets for LOS visibility (except spells without range limitations)
switch (m_spellInfo->Effects[eff].Effect)
{
@@ -7818,7 +7818,7 @@ void Spell::DoAllEffectOnLaunchTarget(TargetInfo& targetInfo, float* multiplier,
critChance = unit->SpellTakenCritChance(caster, m_spellInfo, m_spellSchoolMask, critChance, m_attackType, false);
targetInfo.crit = roll_chance_f(std::max(0.0f, critChance));
// Sweeping strikes wtf shit ;d
// Sweeping strikes
if (m_caster->getClass() == CLASS_WARRIOR && ssEffect < MAX_SPELL_EFFECTS && m_spellInfo->SpellFamilyName == SPELLFAMILY_WARRIOR &&
((m_spellInfo->Id != 50622 && m_spellInfo->Id != 44949) || firstTarget))
{