mirror of
https://github.com/mod-playerbots/mod-playerbots.git
synced 2026-01-23 21:46:24 +00:00
Compile bug fixes.
This commit is contained in:
@@ -14,7 +14,7 @@ class CasterShamanStrategyActionNodeFactory : public NamedObjectFactory<ActionNo
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}
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private:
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static ActionNode* magma_totem([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
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static ActionNode* magma_totem([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode ("magma totem",
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/*P*/ nullptr,
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@@ -23,7 +23,7 @@ class GenericShamanStrategyActionNodeFactory : public NamedObjectFactory<ActionN
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}
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private:
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static ActionNode* earth_shock([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
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static ActionNode* earth_shock([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode ("earth shock",
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/*P*/ nullptr,
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@@ -31,7 +31,7 @@ class GenericShamanStrategyActionNodeFactory : public NamedObjectFactory<ActionN
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/*C*/ nullptr);
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}
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static ActionNode* flametongue_weapon([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
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static ActionNode* flametongue_weapon([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode ("flametongue weapon",
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/*P*/ nullptr,
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@@ -39,7 +39,7 @@ class GenericShamanStrategyActionNodeFactory : public NamedObjectFactory<ActionN
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/*C*/ nullptr);
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}
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static ActionNode* frostbrand_weapon([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
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static ActionNode* frostbrand_weapon([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode ("frostbrand weapon",
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/*P*/ nullptr,
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@@ -47,7 +47,7 @@ class GenericShamanStrategyActionNodeFactory : public NamedObjectFactory<ActionN
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/*C*/ nullptr);
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}
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static ActionNode* windfury_weapon([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
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static ActionNode* windfury_weapon([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode ("windfury weapon",
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/*P*/ nullptr,
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@@ -55,7 +55,7 @@ class GenericShamanStrategyActionNodeFactory : public NamedObjectFactory<ActionN
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/*C*/ nullptr);
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}
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static ActionNode* lesser_healing_wave([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
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static ActionNode* lesser_healing_wave([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode ("lesser healing wave",
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/*P*/ nullptr,
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@@ -63,7 +63,7 @@ class GenericShamanStrategyActionNodeFactory : public NamedObjectFactory<ActionN
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/*C*/ nullptr);
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}
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static ActionNode* lesser_healing_wave_on_party([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
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static ActionNode* lesser_healing_wave_on_party([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode ("lesser healing wave on party",
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/*P*/ nullptr,
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@@ -71,7 +71,7 @@ class GenericShamanStrategyActionNodeFactory : public NamedObjectFactory<ActionN
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/*C*/ nullptr);
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}
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static ActionNode* chain_heal([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
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static ActionNode* chain_heal([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode ("chain heal",
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/*P*/ nullptr,
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@@ -79,7 +79,7 @@ class GenericShamanStrategyActionNodeFactory : public NamedObjectFactory<ActionN
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/*C*/ nullptr);
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}
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static ActionNode* riptide([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
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static ActionNode* riptide([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode ("riptide",
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/*P*/ nullptr,
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@@ -87,7 +87,7 @@ class GenericShamanStrategyActionNodeFactory : public NamedObjectFactory<ActionN
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/*C*/ nullptr);
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}
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static ActionNode* chain_heal_on_party([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
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static ActionNode* chain_heal_on_party([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode ("chain heal on party",
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/*P*/ nullptr,
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@@ -95,7 +95,7 @@ class GenericShamanStrategyActionNodeFactory : public NamedObjectFactory<ActionN
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/*C*/ nullptr);
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}
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static ActionNode* riptide_on_party([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
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static ActionNode* riptide_on_party([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode ("riptide on party",
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/*P*/ nullptr,
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@@ -15,7 +15,7 @@ class HealShamanStrategyActionNodeFactory : public NamedObjectFactory<ActionNode
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}
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private:
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static ActionNode* earthliving_weapon([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
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static ActionNode* earthliving_weapon([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode ("earthliving weapon",
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/*P*/ nullptr,
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@@ -23,7 +23,7 @@ class HealShamanStrategyActionNodeFactory : public NamedObjectFactory<ActionNode
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/*C*/ nullptr);
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}
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static ActionNode* mana_tide_totem([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
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static ActionNode* mana_tide_totem([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode ("mana tide totem",
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/*P*/ nullptr,
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@@ -16,7 +16,7 @@ class MeleeShamanStrategyActionNodeFactory : public NamedObjectFactory<ActionNod
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}
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private:
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static ActionNode* stormstrike([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
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static ActionNode* stormstrike([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode ("stormstrike",
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/*P*/ nullptr,
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@@ -24,7 +24,7 @@ class MeleeShamanStrategyActionNodeFactory : public NamedObjectFactory<ActionNod
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/*C*/ nullptr);
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}
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static ActionNode* lava_lash([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
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static ActionNode* lava_lash([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode ("lava lash",
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/*P*/ nullptr,
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@@ -32,7 +32,7 @@ class MeleeShamanStrategyActionNodeFactory : public NamedObjectFactory<ActionNod
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/*C*/ nullptr);
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}
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static ActionNode* magma_totem([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
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static ActionNode* magma_totem([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode ("magma totem",
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/*P*/ nullptr,
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