mirror of
https://github.com/mod-playerbots/mod-playerbots.git
synced 2026-01-22 21:16:24 +00:00
Compile bug fixes.
This commit is contained in:
@@ -18,7 +18,7 @@ class DpsHunterStrategyActionNodeFactory : public NamedObjectFactory<ActionNode>
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}
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private:
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static ActionNode* viper_sting(PlayerbotAI* botAI)
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static ActionNode* viper_sting([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
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{
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return new ActionNode ("viper sting",
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/*P*/ nullptr,
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@@ -26,7 +26,7 @@ class DpsHunterStrategyActionNodeFactory : public NamedObjectFactory<ActionNode>
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/*C*/ nullptr);
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}
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static ActionNode* aimed_shot(PlayerbotAI* botAI)
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static ActionNode* aimed_shot([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
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{
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return new ActionNode ("aimed shot",
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/*P*/ nullptr,
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@@ -34,7 +34,7 @@ class DpsHunterStrategyActionNodeFactory : public NamedObjectFactory<ActionNode>
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/*C*/ nullptr);
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}
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static ActionNode* chimera_shot(PlayerbotAI* botAI)
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static ActionNode* chimera_shot([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
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{
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return new ActionNode ("chimera shot",
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/*P*/ nullptr,
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@@ -42,7 +42,7 @@ class DpsHunterStrategyActionNodeFactory : public NamedObjectFactory<ActionNode>
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/*C*/ nullptr);
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}
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static ActionNode* explosive_shot(PlayerbotAI* botAI)
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static ActionNode* explosive_shot([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
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{
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return new ActionNode ("explosive shot",
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/*P*/ nullptr,
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@@ -50,7 +50,7 @@ class DpsHunterStrategyActionNodeFactory : public NamedObjectFactory<ActionNode>
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/*C*/ nullptr);
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}
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static ActionNode* concussive_shot(PlayerbotAI* botAI)
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static ActionNode* concussive_shot([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
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{
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return new ActionNode ("concussive shot",
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/*P*/ nullptr,
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@@ -16,7 +16,7 @@ class GenericHunterNonCombatStrategyActionNodeFactory : public NamedObjectFactor
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}
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private:
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static ActionNode* rapid_fire(PlayerbotAI* botAI)
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static ActionNode* rapid_fire([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
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{
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return new ActionNode ("rapid fire",
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/*P*/ nullptr,
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@@ -24,7 +24,7 @@ class GenericHunterNonCombatStrategyActionNodeFactory : public NamedObjectFactor
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/*C*/ nullptr);
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}
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static ActionNode* aspect_of_the_pack(PlayerbotAI* botAI)
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static ActionNode* aspect_of_the_pack([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
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{
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return new ActionNode ("aspect of the pack",
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/*P*/ nullptr,
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@@ -19,7 +19,7 @@ class GenericHunterStrategyActionNodeFactory : public NamedObjectFactory<ActionN
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}
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private:
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static ActionNode* rapid_fire(PlayerbotAI* botAI)
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static ActionNode* rapid_fire([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
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{
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return new ActionNode ("rapid fire",
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/*P*/ nullptr,
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@@ -27,7 +27,7 @@ class GenericHunterStrategyActionNodeFactory : public NamedObjectFactory<ActionN
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/*C*/ nullptr);
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}
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static ActionNode* aspect_of_the_pack(PlayerbotAI* botAI)
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static ActionNode* aspect_of_the_pack([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
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{
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return new ActionNode ("aspect of the pack",
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/*P*/ nullptr,
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@@ -35,7 +35,7 @@ class GenericHunterStrategyActionNodeFactory : public NamedObjectFactory<ActionN
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/*C*/ nullptr);
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}
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static ActionNode* feign_death(PlayerbotAI* botAI)
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static ActionNode* feign_death([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
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{
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return new ActionNode ("feign death",
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/*P*/ nullptr,
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@@ -43,7 +43,7 @@ class GenericHunterStrategyActionNodeFactory : public NamedObjectFactory<ActionN
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/*C*/ nullptr);
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}
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static ActionNode* wing_clip(PlayerbotAI* botAI)
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static ActionNode* wing_clip([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
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{
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return new ActionNode("wing clip",
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/*P*/ nullptr,
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@@ -51,7 +51,7 @@ class GenericHunterStrategyActionNodeFactory : public NamedObjectFactory<ActionN
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/*C*/ NextAction::array(0, new NextAction("flee"), nullptr));
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}
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static ActionNode* raptor_strike(PlayerbotAI* botAI)
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static ActionNode* raptor_strike([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
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{
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return new ActionNode("raptor strike",
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/*P*/ NextAction::array(0, new NextAction("melee"), nullptr),
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