fixing multiple 'unused variable' warnings (#1224)

This commit is contained in:
Cryo81
2025-05-01 16:00:54 -03:00
committed by GitHub
parent 6fc02a4429
commit 707210f6a5
13 changed files with 77 additions and 77 deletions

View File

@@ -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,