mirror of
https://github.com/mod-playerbots/mod-playerbots.git
synced 2026-01-13 00:58:33 +00:00
Compile bug fixes.
This commit is contained in:
@@ -46,7 +46,7 @@ class FleeManager
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Player* bot;
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float maxAllowedDistance;
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float followAngle;
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[[maybe_unused]] float followAngle; // unused - whipowill
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bool forceMaxDistance;
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WorldPosition startPosition;
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};
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@@ -66,7 +66,7 @@ class TravelNodePath
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//Constructor
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TravelNodePath(float distance = 0.1f, float extraCost = 0, uint8 pathType = (uint8)TravelNodePathType::walk, uint32 pathObject = 0, bool calculated = false,
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std::vector<uint8> maxLevelCreature = { 0, 0, 0 }, float swimDistance = 0)
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: extraCost(extraCost), calculated(calculated), distance(distance), maxLevelCreature(maxLevelCreature), pathType(TravelNodePathType(pathType)), swimDistance(swimDistance), pathObject(pathObject) // reorder args - whipowill
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: extraCost(extraCost), calculated(calculated), distance(distance), maxLevelCreature(maxLevelCreature), swimDistance(swimDistance), pathType(TravelNodePathType(pathType)), pathObject(pathObject) // reorder args - whipowill
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{
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if (pathType != (uint8)TravelNodePathType::walk)
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complete = true;
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@@ -111,7 +111,7 @@ class FindItemsToTradeByClassVisitor : public IterateItemsVisitor
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{
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public:
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FindItemsToTradeByClassVisitor(uint32 itemClass, uint32 itemSubClass, uint32 count)
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: IterateItemsVisitor(), itemClass(itemClass), count(count), itemSubClass(itemSubClass) { } // reorder args - whipowill
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: IterateItemsVisitor(), itemClass(itemClass), itemSubClass(itemSubClass), count(count) { } // reorder args - whipowill
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bool Visit(Item* item) override
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{
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@@ -24,7 +24,7 @@ class ActionNodeFactoryInternal : public NamedObjectFactory<ActionNode>
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}
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private:
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static ActionNode* melee(PlayerbotAI* botAI)
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static ActionNode* melee([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
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{
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return new ActionNode ("melee",
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/*P*/ nullptr,
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@@ -32,7 +32,7 @@ class ActionNodeFactoryInternal : public NamedObjectFactory<ActionNode>
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/*C*/ nullptr);
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}
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static ActionNode* healthstone(PlayerbotAI* botAI)
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static ActionNode* healthstone([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
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{
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return new ActionNode ("healthstone",
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/*P*/ nullptr,
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@@ -40,7 +40,7 @@ class ActionNodeFactoryInternal : public NamedObjectFactory<ActionNode>
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/*C*/ nullptr);
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}
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static ActionNode* follow_master_random(PlayerbotAI* botAI)
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static ActionNode* follow_master_random([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
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{
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return new ActionNode ("be near",
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/*P*/ nullptr,
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@@ -48,7 +48,7 @@ class ActionNodeFactoryInternal : public NamedObjectFactory<ActionNode>
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/*C*/ nullptr);
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}
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static ActionNode* attack_anything(PlayerbotAI* botAI)
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static ActionNode* attack_anything([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
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{
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return new ActionNode ("attack anything",
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/*P*/ nullptr,
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@@ -56,7 +56,7 @@ class ActionNodeFactoryInternal : public NamedObjectFactory<ActionNode>
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/*C*/ nullptr);
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}
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static ActionNode* move_random(PlayerbotAI* botAI)
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static ActionNode* move_random([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
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{
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return new ActionNode ("move random",
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/*P*/ nullptr,
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@@ -64,7 +64,7 @@ class ActionNodeFactoryInternal : public NamedObjectFactory<ActionNode>
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/*C*/ nullptr);
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}
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static ActionNode* move_to_loot(PlayerbotAI* botAI)
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static ActionNode* move_to_loot([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
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{
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return new ActionNode ("move to loot",
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/*P*/ nullptr,
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@@ -72,7 +72,7 @@ class ActionNodeFactoryInternal : public NamedObjectFactory<ActionNode>
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/*C*/ nullptr);
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}
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static ActionNode* food(PlayerbotAI* botAI)
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static ActionNode* food([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
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{
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return new ActionNode ("food",
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/*P*/ nullptr,
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@@ -80,7 +80,7 @@ class ActionNodeFactoryInternal : public NamedObjectFactory<ActionNode>
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/*C*/ nullptr);
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}
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static ActionNode* drink(PlayerbotAI* botAI)
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static ActionNode* drink([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
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{
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return new ActionNode ("drink",
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/*P*/ nullptr,
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@@ -88,7 +88,7 @@ class ActionNodeFactoryInternal : public NamedObjectFactory<ActionNode>
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/*C*/ nullptr);
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}
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static ActionNode* mana_potion(PlayerbotAI* botAI)
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static ActionNode* mana_potion([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
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{
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return new ActionNode ("mana potion",
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/*P*/ nullptr,
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@@ -96,7 +96,7 @@ class ActionNodeFactoryInternal : public NamedObjectFactory<ActionNode>
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/*C*/ nullptr);
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}
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static ActionNode* healing_potion(PlayerbotAI* botAI)
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static ActionNode* healing_potion([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
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{
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return new ActionNode ("healing potion",
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/*P*/ nullptr,
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@@ -104,7 +104,7 @@ class ActionNodeFactoryInternal : public NamedObjectFactory<ActionNode>
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/*C*/ nullptr);
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}
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static ActionNode* flee(PlayerbotAI* botAI)
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static ActionNode* flee([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
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{
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return new ActionNode ("flee",
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/*P*/ nullptr,
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