refactor(Core): remove some unused variables (#18538)

- let's get rid of some compiler warnings
This commit is contained in:
sudlud
2024-03-13 10:52:43 +01:00
committed by GitHub
parent fbfa2c21f3
commit 307c1ab09d
3 changed files with 0 additions and 13 deletions

View File

@@ -212,11 +212,9 @@ void PlayerMenu::SendGossipMenu(uint32 titleTextId, ObjectGuid objectGUID)
}
data << uint32(_questMenu.GetMenuItemCount()); // max count 0x20
uint32 count = 0;
for (uint32 iI = 0; iI < _questMenu.GetMenuItemCount(); ++iI)
{
++count;
QuestMenuItem const& item = _questMenu.GetItem(iI);
uint32 questID = item.QuestId;
if (Quest const* quest = sObjectMgr->GetQuestTemplate(questID))

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@@ -2481,8 +2481,6 @@ void ObjectMgr::LoadGameobjects()
{
uint32 oldMSTime = getMSTime();
uint32 count = 0;
// 0 1 2 3 4 5 6
QueryResult result = WorldDatabase.Query("SELECT gameobject.guid, id, map, position_x, position_y, position_z, orientation, "
// 7 8 9 10 11 12 13 14 15 16 17
@@ -2642,7 +2640,6 @@ void ObjectMgr::LoadGameobjects()
if (gameEvent == 0 && PoolId == 0) // if not this is to be managed by GameEvent System or Pool system
AddGameobjectToGrid(guid, &data);
++count;
} while (result->NextRow());
LOG_INFO("server.loading", ">> Loaded {} Gameobjects in {} ms", (unsigned long)_gameObjectDataStore.size(), GetMSTimeDiffToNow(oldMSTime));
@@ -6343,8 +6340,6 @@ void ObjectMgr::LoadQuestGreetingsLocales()
return;
}
uint32 count = 0;
do
{
Field* fields = result->Fetch();
@@ -6379,8 +6374,6 @@ void ObjectMgr::LoadQuestGreetingsLocales()
QuestGreetingLocale& data = _questGreetingLocaleStore[MAKE_PAIR32(type, id)];
AddLocaleString(fields[3].Get<std::string>(), locale, data.Greeting);
++count;
} while (result->NextRow());
LOG_INFO("server.loading", ">> Loaded {} quest greeting Locale Strings in {} ms", (uint32)_questGreetingLocaleStore.size(), GetMSTimeDiffToNow(oldMSTime));

View File

@@ -829,7 +829,6 @@ public:
if (Group* EventGroup = player->GetGroup())
{
uint8 GroupMemberCount = 0;
uint8 DeadMemberCount = 0;
uint8 FailedMemberCount = 0;
Group::MemberSlotList const& members = EventGroup->GetMemberSlots();
@@ -845,9 +844,6 @@ public:
++FailedMemberCount;
}
++GroupMemberCount;
if (groupMember->isDead())
++DeadMemberCount;
}
if (GroupMemberCount == FailedMemberCount || !player->IsWithinDistInMap(me, EVENT_AREA_RADIUS))