Fixed all unused-parameters warnings

issue #121

used clang-tidy to achieve this
This commit is contained in:
Yehonal
2017-09-18 14:23:26 +02:00
parent aa87ec685b
commit 2b2e299ccc
229 changed files with 643 additions and 643 deletions

View File

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