mirror of
https://github.com/mod-playerbots/mod-playerbots.git
synced 2026-01-13 00:58:33 +00:00
fixing multiple 'unused variable' warnings (#1224)
This commit is contained in:
@@ -488,7 +488,7 @@ protected:
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// node_name , action, prerequisite
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#define ACTION_NODE_P(name, spell, pre) \
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static ActionNode* name(PlayerbotAI* botAI) \
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static ActionNode* name([[maybe_unused]] PlayerbotAI* botAI) \
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{ \
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return new ActionNode(spell, /*P*/ NextAction::array(0, new NextAction(pre), nullptr), /*A*/ nullptr, \
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/*C*/ nullptr); \
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@@ -496,7 +496,7 @@ protected:
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// node_name , action, alternative
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#define ACTION_NODE_A(name, spell, alt) \
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static ActionNode* name(PlayerbotAI* botAI) \
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static ActionNode* name([[maybe_unused]] PlayerbotAI* botAI) \
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{ \
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return new ActionNode(spell, /*P*/ nullptr, /*A*/ NextAction::array(0, new NextAction(alt), nullptr), \
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/*C*/ nullptr); \
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@@ -504,7 +504,7 @@ protected:
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// node_name , action, continuer
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#define ACTION_NODE_C(name, spell, con) \
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static ActionNode* name(PlayerbotAI* botAI) \
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static ActionNode* name([[maybe_unused]] PlayerbotAI* botAI) \
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{ \
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return new ActionNode(spell, /*P*/ nullptr, /*A*/ nullptr, \
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/*C*/ NextAction::array(0, new NextAction(con), nullptr)); \
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@@ -24,7 +24,7 @@ public:
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}
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private:
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static ActionNode* regrowth(PlayerbotAI* botAI)
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static ActionNode* regrowth([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode("regrowth",
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/*P*/ NextAction::array(0, new NextAction("caster form"), nullptr),
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@@ -32,7 +32,7 @@ private:
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/*C*/ NextAction::array(0, new NextAction("melee", 10.0f), nullptr));
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}
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static ActionNode* rejuvenation(PlayerbotAI* botAI)
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static ActionNode* rejuvenation([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode("rejuvenation",
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/*P*/ NextAction::array(0, new NextAction("caster form"), nullptr),
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@@ -40,7 +40,7 @@ private:
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/*C*/ nullptr);
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}
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static ActionNode* healing_touch(PlayerbotAI* botAI)
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static ActionNode* healing_touch([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode("healing touch",
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/*P*/ NextAction::array(0, new NextAction("caster form"), nullptr),
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@@ -48,7 +48,7 @@ private:
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/*C*/ nullptr);
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}
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static ActionNode* regrowth_on_party(PlayerbotAI* botAI)
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static ActionNode* regrowth_on_party([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode("regrowth on party",
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/*P*/ NextAction::array(0, new NextAction("caster form"), nullptr),
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@@ -56,7 +56,7 @@ private:
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/*C*/ NextAction::array(0, new NextAction("melee", 10.0f), nullptr));
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}
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static ActionNode* rejuvenation_on_party(PlayerbotAI* botAI)
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static ActionNode* rejuvenation_on_party([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode("rejuvenation on party",
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/*P*/ NextAction::array(0, new NextAction("caster form"), nullptr),
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@@ -64,7 +64,7 @@ private:
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/*C*/ nullptr);
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}
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static ActionNode* healing_touch_on_party(PlayerbotAI* botAI)
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static ActionNode* healing_touch_on_party([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode("healing touch on party",
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/*P*/ NextAction::array(0, new NextAction("caster form"), nullptr),
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@@ -56,35 +56,35 @@ private:
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/*A*/ nullptr,
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/*C*/ nullptr);
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}
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static ActionNode* regrowth_on_party(PlayerbotAI* ai)
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static ActionNode* regrowth_on_party([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode("regrowth on party",
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/*P*/ NextAction::array(0, new NextAction("caster form"), nullptr),
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/*A*/ NULL,
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/*C*/ NULL);
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}
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static ActionNode* rejuvenation_on_party(PlayerbotAI* ai)
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static ActionNode* rejuvenation_on_party([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode("rejuvenation on party",
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/*P*/ NextAction::array(0, new NextAction("caster form"), nullptr),
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/*A*/ NULL,
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/*C*/ NULL);
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}
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static ActionNode* remove_curse_on_party(PlayerbotAI* ai)
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static ActionNode* remove_curse_on_party([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode("remove curse on party",
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/*P*/ NextAction::array(0, new NextAction("caster form"), nullptr),
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/*A*/ NULL,
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/*C*/ NULL);
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}
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static ActionNode* abolish_poison_on_party(PlayerbotAI* ai)
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static ActionNode* abolish_poison_on_party([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode("abolish poison on party",
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/*P*/ NextAction::array(0, new NextAction("caster form"), nullptr),
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/*A*/ NULL,
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/*C*/ NULL);
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}
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static ActionNode* revive(PlayerbotAI* ai)
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static ActionNode* revive([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode("revive",
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/*P*/ NextAction::array(0, new NextAction("caster form"), nullptr),
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@@ -105,7 +105,7 @@ private:
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/*A*/ nullptr, // NextAction::array(0, new NextAction("flash of light"), NULL),
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/*C*/ nullptr);
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}
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// static ActionNode* seal_of_light(PlayerbotAI* ai)
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// static ActionNode* seal_of_light(PlayerbotAI* /* ai */)
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// {
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// return new ActionNode ("seal of light",
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// /*P*/ NULL,
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@@ -38,49 +38,49 @@ public:
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}
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private:
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static ActionNode* inner_fire(PlayerbotAI* ai)
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static ActionNode* inner_fire([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode("inner fire",
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/*P*/ NextAction::array(0, new NextAction("remove shadowform"), NULL),
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/*A*/ NULL,
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/*C*/ NULL);
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}
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static ActionNode* holy_nova(PlayerbotAI* ai)
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static ActionNode* holy_nova([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode("holy nova",
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/*P*/ NextAction::array(0, new NextAction("remove shadowform"), NULL),
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/*A*/ NULL,
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/*C*/ NULL);
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}
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static ActionNode* power_word_fortitude(PlayerbotAI* ai)
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static ActionNode* power_word_fortitude([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode("power word: fortitude",
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/*P*/ NextAction::array(0, new NextAction("remove shadowform"), NULL),
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/*A*/ NULL,
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/*C*/ NULL);
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}
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static ActionNode* power_word_fortitude_on_party(PlayerbotAI* ai)
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static ActionNode* power_word_fortitude_on_party([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode("power word: fortitude on party",
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/*P*/ NextAction::array(0, new NextAction("remove shadowform"), NULL),
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/*A*/ NULL,
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/*C*/ NULL);
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}
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static ActionNode* divine_spirit(PlayerbotAI* ai)
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static ActionNode* divine_spirit([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode("divine spirit",
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/*P*/ NextAction::array(0, new NextAction("remove shadowform"), NULL),
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/*A*/ NULL,
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/*C*/ NULL);
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}
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static ActionNode* divine_spirit_on_party(PlayerbotAI* ai)
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static ActionNode* divine_spirit_on_party([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode("divine spirit on party",
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/*P*/ NextAction::array(0, new NextAction("remove shadowform"), NULL),
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/*A*/ NULL,
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/*C*/ NULL);
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}
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static ActionNode* power_word_shield(PlayerbotAI* ai)
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static ActionNode* power_word_shield([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode("power word: shield",
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/*P*/ NextAction::array(0, new NextAction("remove shadowform"), NULL),
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@@ -88,7 +88,7 @@ private:
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/*A*/ NULL,
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/*C*/ NULL);
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}
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static ActionNode* power_word_shield_on_party(PlayerbotAI* ai)
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static ActionNode* power_word_shield_on_party([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode("power word: shield on party",
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/*P*/ NextAction::array(0, new NextAction("remove shadowform"), NULL),
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@@ -96,91 +96,91 @@ private:
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/*A*/ NULL,
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/*C*/ NULL);
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}
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static ActionNode* renew(PlayerbotAI* ai)
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static ActionNode* renew([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode("renew",
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/*P*/ NextAction::array(0, new NextAction("remove shadowform"), NULL),
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/*A*/ NULL,
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/*C*/ NULL);
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}
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static ActionNode* renew_on_party(PlayerbotAI* ai)
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static ActionNode* renew_on_party([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode("renew on party",
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/*P*/ NextAction::array(0, new NextAction("remove shadowform"), NULL),
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/*A*/ NULL,
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/*C*/ NULL);
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}
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static ActionNode* greater_heal(PlayerbotAI* ai)
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static ActionNode* greater_heal([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode("greater heal",
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/*P*/ NextAction::array(0, new NextAction("remove shadowform"), NULL),
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/*A*/ NextAction::array(0, new NextAction("heal"), NULL),
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/*C*/ NULL);
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}
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static ActionNode* greater_heal_on_party(PlayerbotAI* ai)
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static ActionNode* greater_heal_on_party([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode("greater heal on party",
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/*P*/ NextAction::array(0, new NextAction("remove shadowform"), NULL),
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/*A*/ NextAction::array(0, new NextAction("heal on party"), NULL),
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/*C*/ NULL);
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}
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static ActionNode* heal(PlayerbotAI* ai)
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static ActionNode* heal([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode("heal",
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/*P*/ NextAction::array(0, new NextAction("remove shadowform"), NULL),
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/*A*/ NextAction::array(0, new NextAction("lesser heal"), NULL),
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/*C*/ NULL);
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}
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static ActionNode* heal_on_party(PlayerbotAI* ai)
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static ActionNode* heal_on_party([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode("heal on party",
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/*P*/ NextAction::array(0, new NextAction("remove shadowform"), NULL),
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/*A*/ NextAction::array(0, new NextAction("lesser heal on party"), NULL),
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/*C*/ NULL);
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}
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static ActionNode* lesser_heal(PlayerbotAI* ai)
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static ActionNode* lesser_heal([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode("lesser heal",
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/*P*/ NextAction::array(0, new NextAction("remove shadowform"), NULL),
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/*A*/ NULL,
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/*C*/ NULL);
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}
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static ActionNode* lesser_heal_on_party(PlayerbotAI* ai)
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static ActionNode* lesser_heal_on_party([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode("lesser heal on party",
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/*P*/ NextAction::array(0, new NextAction("remove shadowform"), NULL),
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/*A*/ NULL,
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/*C*/ NULL);
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}
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static ActionNode* flash_heal(PlayerbotAI* ai)
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static ActionNode* flash_heal([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode("flash heal",
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/*P*/ NextAction::array(0, new NextAction("remove shadowform"), NULL),
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/*A*/ NextAction::array(0, new NextAction("greater heal"), NULL),
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/*C*/ NULL);
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}
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static ActionNode* flash_heal_on_party(PlayerbotAI* ai)
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static ActionNode* flash_heal_on_party([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode("flash heal on party",
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/*P*/ NextAction::array(0, new NextAction("remove shadowform"), NULL),
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/*A*/ NextAction::array(0, new NextAction("greater heal on party"), NULL),
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/*C*/ NULL);
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}
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static ActionNode* psychic_scream(PlayerbotAI* ai)
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static ActionNode* psychic_scream([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode("psychic scream",
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/*P*/ NULL,
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/*A*/ NextAction::array(0, new NextAction("fade"), NULL),
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/*C*/ NULL);
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}
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// static ActionNode* fade(PlayerbotAI* ai)
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// static ActionNode* fade([[maybe_unused]] PlayerbotAI* botAI)
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// {
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// return new ActionNode ("fade",
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// /*P*/ NULL,
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// /*A*/ NextAction::array(0, new NextAction("flee"), NULL),
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// /*C*/ NULL);
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// }
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static ActionNode* shadowfiend(PlayerbotAI* ai)
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static ActionNode* shadowfiend([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode("shadowfiend",
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/*P*/ NULL,
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@@ -35,98 +35,98 @@ public:
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}
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private:
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static ActionNode* holy_nova(PlayerbotAI* ai)
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static ActionNode* holy_nova([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode("holy nova",
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/*P*/ NextAction::array(0, new NextAction("remove shadowform"), NULL),
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/*A*/ NULL,
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/*C*/ NULL);
|
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}
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static ActionNode* power_word_shield(PlayerbotAI* ai)
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static ActionNode* power_word_shield([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode("power word: shield",
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/*P*/ NULL,
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/*A*/ NextAction::array(0, new NextAction("renew", 50.0f), NULL),
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/*C*/ NULL);
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}
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static ActionNode* power_word_shield_on_party(PlayerbotAI* ai)
|
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static ActionNode* power_word_shield_on_party([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode("power word: shield on party",
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/*P*/ NULL,
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/*A*/ NextAction::array(0, new NextAction("renew on party", 50.0f), NULL),
|
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/*C*/ NULL);
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}
|
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static ActionNode* renew(PlayerbotAI* ai)
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static ActionNode* renew([[maybe_unused]] PlayerbotAI* botAI)
|
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{
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return new ActionNode("renew",
|
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/*P*/ NextAction::array(0, new NextAction("remove shadowform"), NULL),
|
||||
/*A*/ NULL,
|
||||
/*C*/ NULL);
|
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}
|
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static ActionNode* renew_on_party(PlayerbotAI* ai)
|
||||
static ActionNode* renew_on_party([[maybe_unused]] PlayerbotAI* botAI)
|
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{
|
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return new ActionNode("renew on party",
|
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/*P*/ NextAction::array(0, new NextAction("remove shadowform"), NULL),
|
||||
/*A*/ NULL,
|
||||
/*C*/ NULL);
|
||||
}
|
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static ActionNode* greater_heal(PlayerbotAI* ai)
|
||||
static ActionNode* greater_heal([[maybe_unused]] PlayerbotAI* botAI)
|
||||
{
|
||||
return new ActionNode("greater heal",
|
||||
/*P*/ NextAction::array(0, new NextAction("remove shadowform"), NULL),
|
||||
/*A*/ NextAction::array(0, new NextAction("heal"), NULL),
|
||||
/*C*/ NULL);
|
||||
}
|
||||
static ActionNode* greater_heal_on_party(PlayerbotAI* ai)
|
||||
static ActionNode* greater_heal_on_party([[maybe_unused]] PlayerbotAI* botAI)
|
||||
{
|
||||
return new ActionNode("greater heal on party",
|
||||
/*P*/ NULL,
|
||||
/*A*/ NextAction::array(0, new NextAction("heal on party"), NULL),
|
||||
/*C*/ NULL);
|
||||
}
|
||||
static ActionNode* heal(PlayerbotAI* ai)
|
||||
static ActionNode* heal([[maybe_unused]] PlayerbotAI* botAI)
|
||||
{
|
||||
return new ActionNode("heal",
|
||||
/*P*/ NextAction::array(0, new NextAction("remove shadowform"), NULL),
|
||||
/*A*/ NextAction::array(0, new NextAction("lesser heal"), NULL),
|
||||
/*C*/ NULL);
|
||||
}
|
||||
static ActionNode* heal_on_party(PlayerbotAI* ai)
|
||||
static ActionNode* heal_on_party([[maybe_unused]] PlayerbotAI* botAI)
|
||||
{
|
||||
return new ActionNode("heal on party",
|
||||
/*P*/ NextAction::array(0, new NextAction("remove shadowform"), NULL),
|
||||
/*A*/ NextAction::array(0, new NextAction("lesser heal on party"), NULL),
|
||||
/*C*/ NULL);
|
||||
}
|
||||
static ActionNode* lesser_heal(PlayerbotAI* ai)
|
||||
static ActionNode* lesser_heal([[maybe_unused]] PlayerbotAI* botAI)
|
||||
{
|
||||
return new ActionNode("lesser heal",
|
||||
/*P*/ NextAction::array(0, new NextAction("remove shadowform"), NULL),
|
||||
/*A*/ NULL,
|
||||
/*C*/ NULL);
|
||||
}
|
||||
static ActionNode* lesser_heal_on_party(PlayerbotAI* ai)
|
||||
static ActionNode* lesser_heal_on_party([[maybe_unused]] PlayerbotAI* botAI)
|
||||
{
|
||||
return new ActionNode("lesser heal on party",
|
||||
/*P*/ NextAction::array(0, new NextAction("remove shadowform"), NULL),
|
||||
/*A*/ NULL,
|
||||
/*C*/ NULL);
|
||||
}
|
||||
static ActionNode* flash_heal(PlayerbotAI* ai)
|
||||
static ActionNode* flash_heal([[maybe_unused]] PlayerbotAI* botAI)
|
||||
{
|
||||
return new ActionNode("flash heal",
|
||||
/*P*/ NextAction::array(0, new NextAction("remove shadowform"), NULL),
|
||||
/*A*/ NULL,
|
||||
/*C*/ NULL);
|
||||
}
|
||||
static ActionNode* flash_heal_on_party(PlayerbotAI* ai)
|
||||
static ActionNode* flash_heal_on_party([[maybe_unused]] PlayerbotAI* botAI)
|
||||
{
|
||||
return new ActionNode("flash heal on party",
|
||||
/*P*/ NextAction::array(0, new NextAction("remove shadowform"), NULL),
|
||||
/*A*/ NULL,
|
||||
/*C*/ NULL);
|
||||
}
|
||||
static ActionNode* circle_of_healing(PlayerbotAI* ai)
|
||||
static ActionNode* circle_of_healing([[maybe_unused]] PlayerbotAI* botAI)
|
||||
{
|
||||
return new ActionNode("circle of healing on party",
|
||||
/*P*/ NextAction::array(0, new NextAction("remove shadowform"), NULL),
|
||||
@@ -134,14 +134,14 @@ private:
|
||||
/*A*/ NULL,
|
||||
/*C*/ NULL);
|
||||
}
|
||||
static ActionNode* prayer_of_fortitude_on_party(PlayerbotAI* ai)
|
||||
static ActionNode* prayer_of_fortitude_on_party([[maybe_unused]] PlayerbotAI* botAI)
|
||||
{
|
||||
return new ActionNode("prayer of fortitude on party",
|
||||
/*P*/ NextAction::array(0, new NextAction("remove shadowform"), NULL),
|
||||
/*A*/ NextAction::array(0, new NextAction("power word: fortitude on party"), NULL),
|
||||
/*C*/ NULL);
|
||||
}
|
||||
static ActionNode* prayer_of_spirit_on_party(PlayerbotAI* ai)
|
||||
static ActionNode* prayer_of_spirit_on_party([[maybe_unused]] PlayerbotAI* botAI)
|
||||
{
|
||||
return new ActionNode("prayer of spirit on party",
|
||||
/*P*/ NextAction::array(0, new NextAction("remove shadowform"), NULL),
|
||||
|
||||
@@ -23,7 +23,7 @@ public:
|
||||
}
|
||||
|
||||
private:
|
||||
static ActionNode* mind_blast(PlayerbotAI* botAI)
|
||||
static ActionNode* mind_blast([[maybe_unused]] PlayerbotAI* botAI)
|
||||
{
|
||||
return new ActionNode("mind blast",
|
||||
/*P*/ nullptr,
|
||||
@@ -31,7 +31,7 @@ private:
|
||||
/*C*/ nullptr);
|
||||
}
|
||||
|
||||
static ActionNode* mind_flay(PlayerbotAI* botAI)
|
||||
static ActionNode* mind_flay([[maybe_unused]] PlayerbotAI* botAI)
|
||||
{
|
||||
return new ActionNode("mind flay",
|
||||
/*P*/ nullptr,
|
||||
@@ -39,7 +39,7 @@ private:
|
||||
/*C*/ nullptr);
|
||||
}
|
||||
|
||||
static ActionNode* smite(PlayerbotAI* botAI)
|
||||
static ActionNode* smite([[maybe_unused]] PlayerbotAI* botAI)
|
||||
{
|
||||
return new ActionNode("smite",
|
||||
/*P*/ nullptr,
|
||||
@@ -47,7 +47,7 @@ private:
|
||||
/*C*/ nullptr);
|
||||
}
|
||||
|
||||
static ActionNode* dispersion(PlayerbotAI* botAI)
|
||||
static ActionNode* dispersion([[maybe_unused]] PlayerbotAI* botAI)
|
||||
{
|
||||
return new ActionNode("dispersion",
|
||||
/*P*/ nullptr,
|
||||
|
||||
@@ -15,28 +15,28 @@ public:
|
||||
}
|
||||
|
||||
private:
|
||||
static ActionNode* mutilate(PlayerbotAI* ai)
|
||||
static ActionNode* mutilate([[maybe_unused]] PlayerbotAI* botAI)
|
||||
{
|
||||
return new ActionNode("mutilate",
|
||||
/*P*/ NULL,
|
||||
/*A*/ NextAction::array(0, new NextAction("backstab"), nullptr),
|
||||
/*C*/ NULL);
|
||||
}
|
||||
static ActionNode* envenom(PlayerbotAI* ai)
|
||||
static ActionNode* envenom([[maybe_unused]] PlayerbotAI* botAI)
|
||||
{
|
||||
return new ActionNode("envenom",
|
||||
/*P*/ NULL,
|
||||
/*A*/ NextAction::array(0, new NextAction("rupture"), nullptr),
|
||||
/*C*/ NULL);
|
||||
}
|
||||
static ActionNode* backstab(PlayerbotAI* ai)
|
||||
static ActionNode* backstab([[maybe_unused]] PlayerbotAI* botAI)
|
||||
{
|
||||
return new ActionNode("backstab",
|
||||
/*P*/ NULL,
|
||||
/*A*/ NextAction::array(0, new NextAction("sinister strike"), nullptr),
|
||||
/*C*/ NULL);
|
||||
}
|
||||
static ActionNode* rupture(PlayerbotAI* botAI)
|
||||
static ActionNode* rupture([[maybe_unused]] PlayerbotAI* botAI)
|
||||
{
|
||||
return new ActionNode("rupture",
|
||||
/*P*/ nullptr,
|
||||
|
||||
@@ -22,49 +22,49 @@ public:
|
||||
}
|
||||
|
||||
private:
|
||||
static ActionNode* melee(PlayerbotAI* botAI)
|
||||
static ActionNode* melee([[maybe_unused]] PlayerbotAI* botAI)
|
||||
{
|
||||
return new ActionNode("melee",
|
||||
/*P*/ nullptr,
|
||||
/*A*/ NextAction::array(0, new NextAction("mutilate"), nullptr),
|
||||
/*C*/ nullptr);
|
||||
}
|
||||
static ActionNode* mutilate(PlayerbotAI* botAI)
|
||||
static ActionNode* mutilate([[maybe_unused]] PlayerbotAI* botAI)
|
||||
{
|
||||
return new ActionNode("mutilate",
|
||||
/*P*/ nullptr,
|
||||
/*A*/ NextAction::array(0, new NextAction("sinister strike"), nullptr),
|
||||
/*C*/ nullptr);
|
||||
}
|
||||
static ActionNode* sinister_strike(PlayerbotAI* botAI)
|
||||
static ActionNode* sinister_strike([[maybe_unused]] PlayerbotAI* botAI)
|
||||
{
|
||||
return new ActionNode("sinister strike",
|
||||
/*P*/ nullptr,
|
||||
/*A*/ NextAction::array(0, new NextAction("melee"), nullptr),
|
||||
/*C*/ nullptr);
|
||||
}
|
||||
static ActionNode* kick(PlayerbotAI* botAI)
|
||||
static ActionNode* kick([[maybe_unused]] PlayerbotAI* botAI)
|
||||
{
|
||||
return new ActionNode("kick",
|
||||
/*P*/ nullptr,
|
||||
/*A*/ NextAction::array(0, new NextAction("kidney shot"), nullptr),
|
||||
/*C*/ nullptr);
|
||||
}
|
||||
static ActionNode* kidney_shot(PlayerbotAI* botAI)
|
||||
static ActionNode* kidney_shot([[maybe_unused]] PlayerbotAI* botAI)
|
||||
{
|
||||
return new ActionNode("kidney shot",
|
||||
/*P*/ nullptr,
|
||||
/*A*/ nullptr,
|
||||
/*C*/ nullptr);
|
||||
}
|
||||
static ActionNode* backstab(PlayerbotAI* botAI)
|
||||
static ActionNode* backstab([[maybe_unused]] PlayerbotAI* botAI)
|
||||
{
|
||||
return new ActionNode("backstab",
|
||||
/*P*/ nullptr,
|
||||
/*A*/ NextAction::array(0, new NextAction("mutilate"), nullptr),
|
||||
/*C*/ nullptr);
|
||||
}
|
||||
static ActionNode* rupture(PlayerbotAI* botAI)
|
||||
static ActionNode* rupture([[maybe_unused]] PlayerbotAI* botAI)
|
||||
{
|
||||
return new ActionNode("rupture",
|
||||
/*P*/ nullptr,
|
||||
@@ -158,7 +158,7 @@ public:
|
||||
}
|
||||
|
||||
private:
|
||||
static ActionNode* ambush(PlayerbotAI* botAI)
|
||||
static ActionNode* ambush([[maybe_unused]] PlayerbotAI* botAI)
|
||||
{
|
||||
return new ActionNode("ambush",
|
||||
/*P*/ nullptr,
|
||||
@@ -166,7 +166,7 @@ private:
|
||||
/*C*/ nullptr);
|
||||
}
|
||||
|
||||
static ActionNode* cheap_shot(PlayerbotAI* botAI)
|
||||
static ActionNode* cheap_shot([[maybe_unused]] PlayerbotAI* botAI)
|
||||
{
|
||||
return new ActionNode("cheap shot",
|
||||
/*P*/ nullptr,
|
||||
@@ -174,7 +174,7 @@ private:
|
||||
/*C*/ nullptr);
|
||||
}
|
||||
|
||||
static ActionNode* garrote(PlayerbotAI* botAI)
|
||||
static ActionNode* garrote([[maybe_unused]] PlayerbotAI* botAI)
|
||||
{
|
||||
return new ActionNode("garrote",
|
||||
/*P*/ nullptr,
|
||||
@@ -182,7 +182,7 @@ private:
|
||||
/*C*/ nullptr);
|
||||
}
|
||||
|
||||
static ActionNode* sap(PlayerbotAI* botAI)
|
||||
static ActionNode* sap([[maybe_unused]] PlayerbotAI* botAI)
|
||||
{
|
||||
return new ActionNode("sap",
|
||||
/*P*/ nullptr,
|
||||
@@ -190,7 +190,7 @@ private:
|
||||
/*C*/ nullptr);
|
||||
}
|
||||
|
||||
static ActionNode* sinister_strike(PlayerbotAI* botAI)
|
||||
static ActionNode* sinister_strike([[maybe_unused]] PlayerbotAI* botAI)
|
||||
{
|
||||
return new ActionNode("sinister strike",
|
||||
/*P*/ nullptr,
|
||||
|
||||
@@ -16,7 +16,7 @@ public:
|
||||
}
|
||||
|
||||
private:
|
||||
static ActionNode* use_deadly_poison_on_off_hand(PlayerbotAI* botAI)
|
||||
static ActionNode* use_deadly_poison_on_off_hand([[maybe_unused]] PlayerbotAI* botAI)
|
||||
{
|
||||
return new ActionNode("use deadly poison on off hand",
|
||||
/*P*/ nullptr,
|
||||
|
||||
@@ -24,7 +24,7 @@ private:
|
||||
/*A*/ nullptr,
|
||||
/*C*/ NextAction::array(0, new NextAction("fire nova"), nullptr));
|
||||
}
|
||||
static ActionNode* totem_of_wrath(PlayerbotAI* botAI)
|
||||
static ActionNode* totem_of_wrath([[maybe_unused]] PlayerbotAI* botAI)
|
||||
{
|
||||
return new ActionNode("totem of wrath",
|
||||
/*P*/ nullptr,
|
||||
|
||||
@@ -25,14 +25,14 @@ private:
|
||||
/*A*/ NextAction::array(0, new NextAction("shoot"), nullptr),
|
||||
/*C*/ nullptr);
|
||||
}
|
||||
static ActionNode* unstable_affliction(PlayerbotAI* ai)
|
||||
static ActionNode* unstable_affliction([[maybe_unused]] PlayerbotAI* botAI)
|
||||
{
|
||||
return new ActionNode("unstable affliction",
|
||||
/*P*/ NULL,
|
||||
/*A*/ NextAction::array(0, new NextAction("immolate"), NULL),
|
||||
/*C*/ NULL);
|
||||
}
|
||||
static ActionNode* unstable_affliction_on_attacker(PlayerbotAI* ai)
|
||||
static ActionNode* unstable_affliction_on_attacker([[maybe_unused]] PlayerbotAI* botAI)
|
||||
{
|
||||
return new ActionNode("unstable affliction on attacker",
|
||||
/*P*/ NULL,
|
||||
|
||||
@@ -44,7 +44,7 @@ private:
|
||||
/*A*/ NextAction::array(0, new NextAction("summon imp"), nullptr),
|
||||
/*C*/ nullptr);
|
||||
}
|
||||
static ActionNode* summon_succubus(PlayerbotAI* botAI)
|
||||
static ActionNode* summon_succubus([[maybe_unused]] PlayerbotAI* botAI)
|
||||
{
|
||||
return new ActionNode("summon succubus",
|
||||
/*P*/ nullptr,
|
||||
|
||||
Reference in New Issue
Block a user