chore(Core/Misc): remove toxic language (#6988)

This commit is contained in:
Kitzunu
2021-07-21 23:57:20 +02:00
committed by GitHub
parent dfa890fde4
commit 9ab6ba9664
9 changed files with 16 additions and 16 deletions

View File

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