mirror of
https://github.com/mod-playerbots/mod-playerbots.git
synced 2026-01-13 17:09:08 +00:00
Compile bug fixes.
This commit is contained in:
@@ -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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