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chore(Core/Misc): remove toxic language (#6988)
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@@ -2712,7 +2712,7 @@ SpellMissInfo Spell::DoSpellHitOnUnit(Unit* unit, uint32 effectMask, bool scaleA
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{
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if (unit->IsImmunedToSpellEffect(m_spellInfo, effectNumber))
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effectMask &= ~(1 << effectNumber);
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// Xinef: What retarded added this shit? Buggs out polymorph
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// Xinef: Buggs out polymorph
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// Xinef: And this is checked in MagicSpellHitResult, why we check resistance twice?
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// Xinef: And why we check every spell effect basing on rand and generic dispel info? some effects will be appliend and some wont? WTF?
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/*else if (m_spellInfo->Effects[effectNumber].IsAura() && !m_spellInfo->IsPositiveEffect(effectNumber))
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@@ -3355,13 +3355,13 @@ SpellCastResult Spell::prepare(SpellCastTargets const* targets, AuraEffect const
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((m_targets.GetObjectTarget() && m_caster != m_targets.GetObjectTarget()) || m_spellInfo->IsPositive()))
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{
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// Xinef: Creature should focus to cast target if there is explicit target or self if casting positive spell
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// Xinef: Creature should not rotate like a retard when casting spell... based on halion behavior
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// Xinef: Creature should not rotate when casting spell... based on halion behavior
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m_caster->ToCreature()->FocusTarget(this, m_targets.GetObjectTarget() != nullptr ? m_targets.GetObjectTarget() : m_caster);
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}
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}
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//item: first cast may destroy item and second cast causes crash
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// xinef: removed !m_spellInfo->StartRecoveryTime because of TC retardiness
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// xinef: removed !m_spellInfo->StartRecoveryTime
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// second los check failed in events
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// xinef: removed itemguid check, currently there is no such item in database
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if (!m_casttime && /*!m_castItemGUID &&*/ GetCurrentContainer() == CURRENT_GENERIC_SPELL)
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@@ -3640,9 +3640,9 @@ void Spell::_cast(bool skipCheck)
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if (modOwner)
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modOwner->RemoveSpellMods(this);
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// Xinef: Fucking retarded idiots, why do we keep focus after spell is sent to air?
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// Xinef: why do we keep focus after spell is sent to air?
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// Xinef: Because of this, in the middle of some animation after setting targetguid to 0 etc
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// Xinef: we get focused to it out of nowhere, idiots...
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// Xinef: we get focused to it out of nowhere...
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if (Creature* creatureCaster = m_caster->ToCreature())
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creatureCaster->ReleaseFocus(this);
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}
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@@ -7032,7 +7032,7 @@ SpellCastResult Spell::CheckItems()
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}
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// check weapon presence in slots for main/offhand weapons
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if (/*Moar retardnes! never skip those checks !(_triggeredCastFlags & TRIGGERED_IGNORE_EQUIPPED_ITEM_REQUIREMENT) &&*/ m_spellInfo->EquippedItemClass >= 0)
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if (/*never skip those checks !(_triggeredCastFlags & TRIGGERED_IGNORE_EQUIPPED_ITEM_REQUIREMENT) &&*/ m_spellInfo->EquippedItemClass >= 0)
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{
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// main hand weapon required
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if (m_spellInfo->HasAttribute(SPELL_ATTR3_REQUIRES_MAIN_HAND_WEAPON))
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