Clean up some bad words from code comments

This commit is contained in:
Artem Varaksa 2018-02-17 16:00:39 +03:00
parent 3d4bf5a90e
commit d35e486228
14 changed files with 13 additions and 23 deletions

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@ -418,8 +418,6 @@ int FileAccessNetwork::get_buffer(uint8_t *p_dst, int p_length) const {
if (page != last_page) {
buffer_mutex->lock();
if (pages[page].buffer.empty()) {
//fuck
waiting_on_page = page;
for (int j = 0; j < read_ahead; j++) {

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@ -1124,7 +1124,7 @@ Error ResourceFormatLoaderBinary::rename_dependencies(const String &p_path, cons
DirAccess *da = DirAccess::create(DirAccess::ACCESS_FILESYSTEM);
da->remove(p_path + ".depren");
memdelete(da);
//fuck it, use the old approach;
//use the old approach
WARN_PRINT(("This file is old, so it can't refactor dependencies, opening and resaving: " + p_path).utf8().get_data());

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@ -296,7 +296,7 @@ Error OS_Unix::execute(const String &p_path, const List<String> &p_arguments, bo
Vector<char *> args;
for (int i = 0; i < cs.size(); i++)
args.push_back((char *)cs[i].get_data()); // shitty C cast
args.push_back((char *)cs[i].get_data());
args.push_back(0);
execvp(p_path.utf8().get_data(), &args[0]);

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@ -3362,7 +3362,7 @@ int AnimationKeyEditor::_confirm_insert(InsertData p_id, int p_last_track) {
//wants a new tack
{
//shitty hack
//hack
NodePath np;
animation->add_track(p_id.type);
animation->track_set_path(animation->get_track_count() - 1, p_id.path);

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@ -253,7 +253,6 @@ void EditorResourcePreview::_thread() {
img.instance();
if (img->load(cache_base + ".png") != OK) {
//well fuck
cache_valid = false;
} else {

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@ -398,8 +398,6 @@ void SpriteFramesEditor::_animation_add() {
animations->grab_focus();
}
void SpriteFramesEditor::_animation_remove() {
//fuck everything
if (updating)
return;

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@ -347,7 +347,7 @@ void LineBuilder::build() {
}
if (intersection_result != SEGMENT_INTERSECT)
// In this case the joint is too fucked up to be re-used,
// In this case the joint is too corrputed to be re-used,
// start again the strip with fallback points
strip_begin(pos_up0, pos_down0, color1, uvx1);
}

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@ -372,9 +372,7 @@ bool RigidBody2D::_test_motion(const Vector2 &p_motion, float p_margin, const Re
void RigidBody2D::_direct_state_changed(Object *p_state) {
//eh.. fuck
#ifdef DEBUG_ENABLED
state = Object::cast_to<Physics2DDirectBodyState>(p_state);
#else
state = (Physics2DDirectBodyState *)p_state; //trust it

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@ -370,9 +370,7 @@ struct _RigidBodyInOut {
void RigidBody::_direct_state_changed(Object *p_state) {
//eh.. fuck
#ifdef DEBUG_ENABLED
state = Object::cast_to<PhysicsDirectBodyState>(p_state);
#else
state = (PhysicsDirectBodyState *)p_state; //trust it

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@ -2384,7 +2384,7 @@ void Tree::_gui_input(Ref<InputEvent> p_event) {
if (mm.is_valid()) {
if (cache.font.is_null()) // avoid a strange case that may fuckup stuff
if (cache.font.is_null()) // avoid a strange case that may corrupt stuff
update_cache();
Ref<StyleBox> bg = cache.bg;
@ -2483,7 +2483,7 @@ void Tree::_gui_input(Ref<InputEvent> p_event) {
Ref<InputEventMouseButton> b = p_event;
if (b.is_valid()) {
if (cache.font.is_null()) // avoid a strange case that may fuckup stuff
if (cache.font.is_null()) // avoid a strange case that may corrupt stuff
update_cache();
if (!b->is_pressed()) {

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@ -364,7 +364,7 @@ public:
void queue_delete();
//shitty hacks for speed
//hacks for speed
static void set_human_readable_collision_renaming(bool p_enabled);
static void init_node_hrcr();

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@ -58,8 +58,7 @@ void AudioFilterSW::prepare_coefficients(Coeffs *p_coeffs) {
int sr_limit = (sampling_rate / 2) + 512;
double final_cutoff = (cutoff > sr_limit) ? sr_limit : cutoff;
if (final_cutoff < 1) //avoid crapness
final_cutoff = 1; //don't allow less than this
if (final_cutoff < 1) final_cutoff = 1; //don't allow less than this
double omega = 2.0 * Math_PI * final_cutoff / sampling_rate;

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@ -672,7 +672,7 @@ Vector3 CapsuleShapeSW::get_closest_point_to(const Vector3 &p_point) const {
Vector3 CapsuleShapeSW::get_moment_of_inertia(real_t p_mass) const {
// use crappy AABB approximation
// use bad AABB approximation
Vector3 extents = get_aabb().size * 0.5;
return Vector3(
@ -943,7 +943,7 @@ Vector3 ConvexPolygonShapeSW::get_closest_point_to(const Vector3 &p_point) const
Vector3 ConvexPolygonShapeSW::get_moment_of_inertia(real_t p_mass) const {
// use crappy AABB approximation
// use bad AABB approximation
Vector3 extents = get_aabb().size * 0.5;
return Vector3(
@ -1331,7 +1331,7 @@ void ConcavePolygonShapeSW::cull(const AABB &p_local_aabb, Callback p_callback,
Vector3 ConcavePolygonShapeSW::get_moment_of_inertia(real_t p_mass) const {
// use crappy AABB approximation
// use bad AABB approximation
Vector3 extents = get_aabb().size * 0.5;
return Vector3(
@ -1594,7 +1594,7 @@ void HeightMapShapeSW::cull(const AABB &p_local_aabb, Callback p_callback, void
Vector3 HeightMapShapeSW::get_moment_of_inertia(real_t p_mass) const {
// use crappy AABB approximation
// use bad AABB approximation
Vector3 extents = get_aabb().size * 0.5;
return Vector3(

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@ -589,7 +589,7 @@ bool ConvexPolygonShape2DSW::intersect_segment(const Vector2 &p_begin, const Vec
for (int i = 0; i < point_count; i++) {
//hmm crap.. no can do..
//hmm.. no can do..
/*
if (d.dot(points[i].normal)>=0)
continue;