mirror of
https://github.com/mod-playerbots/mod-playerbots.git
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Resolve most warnings - PlayerbotAI (#1025)
Resolve most warnings - PlayerbotAI --------- Co-authored-by: blinkysc <37940565+blinkysc@users.noreply.github.com>
This commit is contained in:
@@ -48,49 +48,49 @@ public:
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}
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private:
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static ActionNode* blessing_of_sanctuary(PlayerbotAI* ai)
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static ActionNode* blessing_of_sanctuary(PlayerbotAI* /* ai */)
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{
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return new ActionNode("blessing of sanctuary",
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/*P*/ nullptr,
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/*A*/ nullptr,
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/*C*/ nullptr);
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}
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static ActionNode* blessing_of_kings(PlayerbotAI* ai)
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static ActionNode* blessing_of_kings(PlayerbotAI* /* ai */)
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{
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return new ActionNode("blessing of kings",
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/*P*/ nullptr,
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/*A*/ nullptr,
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/*C*/ nullptr);
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}
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static ActionNode* blessing_of_wisdom(PlayerbotAI* ai)
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static ActionNode* blessing_of_wisdom(PlayerbotAI* /* ai */)
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{
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return new ActionNode("blessing of wisdom",
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/*P*/ nullptr,
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/*A*/ nullptr,
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/*C*/ nullptr);
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}
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static ActionNode* blessing_of_kings_on_party(PlayerbotAI* ai)
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static ActionNode* blessing_of_kings_on_party(PlayerbotAI* /* ai */)
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{
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return new ActionNode("blessing of kings on party",
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/*P*/ nullptr,
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/*A*/ nullptr,
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/*C*/ nullptr);
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}
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static ActionNode* blessing_of_wisdom_on_party(PlayerbotAI* ai)
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static ActionNode* blessing_of_wisdom_on_party(PlayerbotAI* /* ai */)
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{
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return new ActionNode("blessing of wisdom on party",
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/*P*/ nullptr,
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/*A*/ nullptr,
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/*C*/ nullptr);
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}
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static ActionNode* retribution_aura(PlayerbotAI* ai)
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static ActionNode* retribution_aura(PlayerbotAI* /* ai */)
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{
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return new ActionNode("retribution aura",
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/*P*/ nullptr,
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/*A*/ NextAction::array(0, new NextAction("devotion aura"), nullptr),
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/*C*/ nullptr);
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}
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static ActionNode* lay_on_hands(PlayerbotAI* ai)
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static ActionNode* lay_on_hands(PlayerbotAI* /* ai */)
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{
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return new ActionNode("lay on hands",
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/*P*/ nullptr,
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@@ -98,7 +98,7 @@ private:
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// NextAction("flash of light"), NULL),
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/*C*/ nullptr);
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}
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static ActionNode* lay_on_hands_on_party(PlayerbotAI* ai)
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static ActionNode* lay_on_hands_on_party(PlayerbotAI* /* ai */)
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{
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return new ActionNode("lay on hands on party",
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/*P*/ nullptr,
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@@ -112,133 +112,133 @@ private:
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// /*A*/ NextAction::array(0, new NextAction("seal of justice"), NULL),
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// /*C*/ NULL);
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// }
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static ActionNode* cleanse_poison(PlayerbotAI* ai)
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static ActionNode* cleanse_poison(PlayerbotAI* /* ai */)
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{
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return new ActionNode("cleanse poison",
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/*P*/ nullptr,
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/*A*/ NextAction::array(0, new NextAction("purify poison"), nullptr),
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/*C*/ nullptr);
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}
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static ActionNode* cleanse_magic(PlayerbotAI* ai)
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static ActionNode* cleanse_magic(PlayerbotAI* /* ai */)
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{
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return new ActionNode("cleanse magic",
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/*P*/ nullptr,
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/*A*/ nullptr,
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/*C*/ nullptr);
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}
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static ActionNode* cleanse_disease(PlayerbotAI* ai)
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static ActionNode* cleanse_disease(PlayerbotAI* /* ai */)
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{
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return new ActionNode("cleanse disease",
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/*P*/ nullptr,
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/*A*/ NextAction::array(0, new NextAction("purify disease"), nullptr),
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/*C*/ nullptr);
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}
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static ActionNode* cleanse_poison_on_party(PlayerbotAI* ai)
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static ActionNode* cleanse_poison_on_party(PlayerbotAI* /* ai */)
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{
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return new ActionNode("cleanse poison on party",
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/*P*/ nullptr,
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/*A*/ NextAction::array(0, new NextAction("purify poison on party"), nullptr),
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/*C*/ nullptr);
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}
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static ActionNode* cleanse_disease_on_party(PlayerbotAI* ai)
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static ActionNode* cleanse_disease_on_party(PlayerbotAI* /* ai */)
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{
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return new ActionNode("cleanse disease on party",
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/*P*/ nullptr,
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/*A*/ NextAction::array(0, new NextAction("purify disease on party"), nullptr),
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/*C*/ nullptr);
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}
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static ActionNode* seal_of_wisdom(PlayerbotAI* ai)
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static ActionNode* seal_of_wisdom(PlayerbotAI* /* ai */)
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{
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return new ActionNode ("seal of wisdom",
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/*P*/ NULL,
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/*A*/ NextAction::array(0, new NextAction("seal of righteousness"), NULL),
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/*C*/ NULL);
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}
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static ActionNode* seal_of_justice(PlayerbotAI* ai)
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static ActionNode* seal_of_justice(PlayerbotAI* /* ai */)
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{
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return new ActionNode("seal of justice",
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/*P*/ nullptr,
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/*A*/ NextAction::array(0, new NextAction("seal of righteousness"), nullptr),
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/*C*/ nullptr);
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}
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static ActionNode* hand_of_reckoning(PlayerbotAI* ai)
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static ActionNode* hand_of_reckoning(PlayerbotAI* /* ai */)
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{
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return new ActionNode("hand of reckoning",
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/*P*/ nullptr,
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/*A*/ NextAction::array(0, new NextAction("righteous defense"), nullptr),
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/*C*/ nullptr);
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}
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static ActionNode* righteous_defense(PlayerbotAI* ai)
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static ActionNode* righteous_defense(PlayerbotAI* /* ai */)
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{
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return new ActionNode("righteous defense",
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/*P*/ nullptr,
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/*A*/ NextAction::array(0, new NextAction("avenger's shield"), nullptr),
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/*C*/ nullptr);
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}
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static ActionNode* avengers_shield(PlayerbotAI* ai)
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static ActionNode* avengers_shield(PlayerbotAI* /* ai */)
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{
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return new ActionNode("avenger's shield",
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/*P*/ nullptr,
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/*A*/ NextAction::array(0, new NextAction("judgement of wisdom"), nullptr),
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/*C*/ nullptr);
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}
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static ActionNode* divine_sacrifice(PlayerbotAI* ai)
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static ActionNode* divine_sacrifice(PlayerbotAI* /* ai */)
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{
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return new ActionNode("divine sacrifice",
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/*P*/ nullptr,
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/*A*/ nullptr,
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/*C*/ NextAction::array(0, new NextAction("cancel divine sacrifice"), nullptr));
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}
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static ActionNode* judgement_of_wisdom(PlayerbotAI* ai)
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static ActionNode* judgement_of_wisdom(PlayerbotAI* /* ai */)
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{
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return new ActionNode("judgement of wisdom",
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/*P*/ nullptr,
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/*A*/ NextAction::array(0, new NextAction("judgement of light"), nullptr),
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/*C*/ nullptr);
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}
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static ActionNode* judgement(PlayerbotAI* ai)
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static ActionNode* judgement(PlayerbotAI* /* ai */)
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{
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return new ActionNode("judgement",
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/*P*/ nullptr,
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/*A*/ nullptr,
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/*C*/ nullptr);
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}
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static ActionNode* divine_shield(PlayerbotAI* ai)
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static ActionNode* divine_shield(PlayerbotAI* /* ai */)
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{
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return new ActionNode("divine shield",
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/*P*/ nullptr,
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/*A*/ NextAction::array(0, new NextAction("divine protection"), nullptr),
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/*C*/ nullptr);
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}
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static ActionNode* flash_of_light(PlayerbotAI* ai)
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static ActionNode* flash_of_light(PlayerbotAI* /* ai */)
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{
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return new ActionNode("flash of light",
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/*P*/ nullptr,
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/*A*/ NextAction::array(0, new NextAction("holy light"), nullptr),
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/*C*/ nullptr);
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}
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static ActionNode* flash_of_light_on_party(PlayerbotAI* ai)
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static ActionNode* flash_of_light_on_party(PlayerbotAI* /* ai */)
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{
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return new ActionNode("flash of light on party",
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/*P*/ nullptr,
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/*A*/ NextAction::array(0, new NextAction("holy light on party"), nullptr),
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/*C*/ nullptr);
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}
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static ActionNode* holy_wrath(PlayerbotAI* ai)
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static ActionNode* holy_wrath(PlayerbotAI* /* ai */)
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{
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return new ActionNode("holy wrath",
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/*P*/ nullptr,
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/*A*/ nullptr,
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/*C*/ nullptr);
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}
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static ActionNode* hammer_of_wrath(PlayerbotAI* ai)
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static ActionNode* hammer_of_wrath(PlayerbotAI* /* ai */)
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{
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return new ActionNode("hammer of wrath",
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/*P*/ nullptr,
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/*A*/ nullptr,
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/*C*/ nullptr);
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}
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static ActionNode* seal_of_command(PlayerbotAI* ai)
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static ActionNode* seal_of_command(PlayerbotAI* /* ai */)
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{
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return new ActionNode("seal of command",
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/*P*/ nullptr,
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