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https://github.com/mod-playerbots/azerothcore-wotlk.git
synced 2026-02-01 01:53:47 +00:00
Fixed all unused-parameters warnings
issue #121 used clang-tidy to achieve this
This commit is contained in:
@@ -664,7 +664,7 @@ void Unit::DealDamageMods(Unit const* victim, uint32 &damage, uint32* absorb)
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}
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}
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uint32 Unit::DealDamage(Unit* attacker, Unit* victim, uint32 damage, CleanDamage const* cleanDamage, DamageEffectType damagetype, SpellSchoolMask damageSchoolMask, SpellInfo const* spellProto, bool durabilityLoss, bool allowGM)
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uint32 Unit::DealDamage(Unit* attacker, Unit* victim, uint32 damage, CleanDamage const* cleanDamage, DamageEffectType damagetype, SpellSchoolMask damageSchoolMask, SpellInfo const* spellProto, bool durabilityLoss, bool /*allowGM*/)
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{
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// Xinef: initialize damage done for rage calculations
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// Xinef: its rare to modify damage in hooks, however training dummy's sets damage to 0
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@@ -3727,7 +3727,7 @@ bool Unit::IsUnderWater() const
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return m_last_isunderwater_status;
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}
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void Unit::UpdateUnderwaterState(Map* m, float x, float y, float z)
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void Unit::UpdateUnderwaterState(Map* /*m*/, float /*x*/, float /*y*/, float /*z*/)
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{
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}
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@@ -7898,7 +7898,7 @@ bool Unit::HandleDummyAuraProc(Unit* victim, uint32 damage, AuraEffect* triggere
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// Used in case when access to whole aura is needed
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// All procs should be handled like this...
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bool Unit::HandleAuraProc(Unit* victim, uint32 damage, Aura* triggeredByAura, SpellInfo const* procSpell, uint32 /*procFlag*/, uint32 procEx, uint32 cooldown, bool * handled)
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bool Unit::HandleAuraProc(Unit* victim, uint32 damage, Aura* triggeredByAura, SpellInfo const* /*procSpell*/, uint32 /*procFlag*/, uint32 procEx, uint32 /*cooldown*/, bool * handled)
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{
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SpellInfo const* dummySpell = triggeredByAura->GetSpellInfo();
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@@ -10043,7 +10043,7 @@ int32 Unit::DealHeal(Unit* healer, Unit* victim, uint32 addhealth)
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return gain;
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}
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bool RedirectSpellEvent::Execute(uint64 e_time, uint32 p_time)
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bool RedirectSpellEvent::Execute(uint64 /*e_time*/, uint32 /*p_time*/)
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{
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if (Unit* auraOwner = ObjectAccessor::GetUnit(_self, _auraOwnerGUID))
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{
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@@ -18212,7 +18212,7 @@ void Unit::ExitVehicle(Position const* /*exitPosition*/)
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//! Coming Soon(TM)
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}
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bool VehicleDespawnEvent::Execute(uint64 e_time, uint32 p_time)
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bool VehicleDespawnEvent::Execute(uint64 /*e_time*/, uint32 /*p_time*/)
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{
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Position pos = _self;
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_self.MovePositionToFirstCollision(pos, 20.0f, M_PI);
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@@ -18853,7 +18853,7 @@ int32 Unit::CalculateAOEDamageReduction(int32 damage, uint32 schoolMask, Unit* c
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return damage;
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}
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bool ConflagrateAuraStateDelayEvent::Execute(uint64 e_time, uint32 p_time)
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bool ConflagrateAuraStateDelayEvent::Execute(uint64 /*e_time*/, uint32 /*p_time*/)
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{
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if (Unit* owner = ObjectAccessor::FindUnit(m_owner))
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if (owner && m_caster && owner->IsInWorld())
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