Removed more warnings, mostly related to unused-variable

issue #121

We still have to work on unused-parameter
This commit is contained in:
Yehonal
2017-09-18 03:16:32 +02:00
parent cf627d8327
commit 5ec07ef31f
78 changed files with 190 additions and 213 deletions

View File

@@ -289,7 +289,7 @@ class FormulaScript : public ScriptObject
virtual void OnGroupRateCalculation(float& /*rate*/, uint32 /*count*/, bool /*isRaid*/) { }
// Called after calculating arena rating changes
virtual void OnAfterArenaRatingCalculation(Battleground *const bg, int32 &winnerMatchmakerChange, int32 &loserMatchmakerChange, int32 &winnerChange, int32 &loserChange) { };
virtual void OnAfterArenaRatingCalculation(Battleground *const /*bg*/, int32& /*winnerMatchmakerChange*/, int32& /*loserMatchmakerChange*/, int32& /*winnerChange*/, int32& /*loserChange*/) { };
};
template<class TMap> class MapScript : public UpdatableScript<TMap>
@@ -446,7 +446,7 @@ public:
virtual void ModifyHealRecieved(Unit* /*target*/, Unit* /*attacker*/, uint32& /*damage*/) { }
//Called when Damage is Dealt
virtual uint32 DealDamage(Unit* AttackerUnit, Unit *pVictim, uint32 damage, DamageEffectType damagetype) { return damage; }
virtual uint32 DealDamage(Unit* /*AttackerUnit*/, Unit* /*pVictim*/, uint32 damage, DamageEffectType /*damagetype*/) { return damage; }
virtual void OnBeforeRollMeleeOutcomeAgainst(const Unit* /*attacker*/, const Unit* /*victim*/, WeaponAttackType /*attType*/, int32 &/*attackerMaxSkillValueForLevel*/, int32 &/*victimMaxSkillValueForLevel*/, int32 &/*attackerWeaponSkill*/, int32 &/*victimDefenseSkill*/, int32& /*crit_chance*/, int32& /*miss_chance*/ , int32& /*dodge_chance*/ , int32& /*parry_chance*/ , int32& /*block_chance*/ ) { };
};
@@ -887,13 +887,13 @@ class PlayerScript : public ScriptObject
virtual void OnPlayerJoinArena(Player* /*player*/) { }
//After looting item
virtual void OnLootItem(Player* player, Item* item, uint32 count, uint64 lootguid) { }
virtual void OnLootItem(Player* /*player*/, Item* /*item*/, uint32 /*count*/, uint64 /*lootguid*/) { }
//After creating item (eg profession item creation)
virtual void OnCreateItem(Player* player, Item* item, uint32 count) { }
virtual void OnCreateItem(Player* /*player*/, Item* /*item*/, uint32 /*count*/) { }
//After receiving item as a quest reward
virtual void OnQuestRewardItem(Player* player, Item* item, uint32 count) { }
virtual void OnQuestRewardItem(Player* /*player*/, Item* /*item*/, uint32 /*count*/) { }
//Before buying something from any vendor
virtual void OnBeforeBuyItemFromVendor(Player* /*player*/, uint64 /*vendorguid*/, uint32 /*vendorslot*/, uint32 &/*item*/, uint8 /*count*/, uint8 /*bag*/, uint8 /*slot*/) { };