chore(Core/Misc): remove toxic language (#6988)
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@@ -150,7 +150,7 @@ void SmartScript::ProcessAction(SmartScriptHolder& e, Unit* unit, uint32 var0, u
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case SMART_ACTION_TALK:
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{
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ObjectList* targets = GetTargets(e, unit);
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Creature* talker = e.target.type == 0 ? me : nullptr; // xinef: tc retardness fix
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Creature* talker = e.target.type == 0 ? me : nullptr;
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Unit* talkTarget = nullptr;
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if (targets)
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{
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@@ -3603,7 +3603,7 @@ ObjectList* SmartScript::GetTargets(SmartScriptHolder const& e, Unit* invoker /*
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l->assign(objectList->begin(), objectList->end());
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}
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// xinef: return l, retardness... what if list is empty? will return empty list instead of null pointer
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// xinef: return l, what if list is empty? will return empty list instead of null pointer
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break;
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}
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case SMART_TARGET_CLOSEST_CREATURE:
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@@ -227,7 +227,7 @@ void SmartAIMgr::LoadSmartAIFromDB()
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if (!IsEventValid(temp))
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continue;
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// xinef: specific check for timed events, fix db makers retardness
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// xinef: specific check for timed events, fix db makers
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switch (temp.event.type)
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{
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case SMART_EVENT_UPDATE:
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@@ -13000,7 +13000,7 @@ void Player::LearnTalent(uint32 talentId, uint32 talentRank)
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}
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// xinef: check amount of points spent in current talent tree
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// xinef: be smart and quick, not retarded like TC
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// xinef: be smart and quick
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uint32 spentPoints = 0;
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if (talentInfo->Row > 0)
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{
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@@ -2582,7 +2582,7 @@ float Unit::CalculateLevelPenalty(SpellInfo const* spellProto) const
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float LvlPenalty = 0.0f;
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// xinef: added brackets, trinity retards...
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// xinef: added brackets
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if (spellProto->SpellLevel < 20)
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LvlPenalty = (20.0f - spellProto->SpellLevel) * 3.75f;
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@@ -369,7 +369,7 @@ bool Vehicle::AddPassenger(Unit* unit, int8 seatId)
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unit->m_movementInfo.transport.seat = seat->first;
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unit->m_movementInfo.transport.guid = _me->GetGUID();
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// xinef: removed retarded seat->first == 0 check...
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// xinef: removed seat->first == 0 check...
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if (_me->GetTypeId() == TYPEID_UNIT
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&& unit->GetTypeId() == TYPEID_PLAYER
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&& seat->second.SeatInfo->m_flags & VEHICLE_SEAT_FLAG_CAN_CONTROL)
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@@ -4359,7 +4359,7 @@ void AuraEffect::HandleAuraModIncreaseHealthPercent(AuraApplication const* aurAp
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float percent = target->GetHealthPct();
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target->HandleStatModifier(UNIT_MOD_HEALTH, TOTAL_PCT, float(GetAmount()), apply);
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// Xinef: idiots, pct was rounded down and could "kill" creature by setting its health to 0 making npc zombie
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// Xinef: pct was rounded down and could "kill" creature by setting its health to 0 making npc zombie
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if (target->IsAlive())
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if (uint32 healthAmount = CalculatePct(target->GetMaxHealth(), percent))
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target->SetHealth(healthAmount);
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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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@@ -3919,7 +3919,7 @@ void Spell::EffectScriptEffect(SpellEffIndex effIndex)
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}
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break;
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}*/
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/* disabled for now, was being abused by idiots
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/* disabled for now, was being abused
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// 5,000 Gold
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case 46642:
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{
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@@ -586,7 +586,7 @@ public:
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}
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}
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// tc idiots, they use updateAI, while we have movementinform :)
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// tc use updateAI, while we have movementinform :)
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void MovementInform(uint32 type, uint32 /*param*/) override
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{
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if (type == POINT_MOTION_TYPE)
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@@ -786,7 +786,7 @@ public:
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}
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}
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// tc idiots, they use updateAI, while we have movementinform :)
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// tc they use updateAI, while we have movementinform :)
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void MovementInform(uint32 type, uint32 /*param*/) override
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{
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if (type == POINT_MOTION_TYPE)
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