Fix clang warnings about variable usage

This commit is contained in:
Rochet2
2017-04-13 00:51:17 +03:00
parent 4cc5e42562
commit 00eef91aa2
7 changed files with 7 additions and 27 deletions

View File

@@ -289,7 +289,7 @@ namespace LuaGameObject
* *
* The gameobject may be automatically respawned by the core * The gameobject may be automatically respawned by the core
*/ */
int Despawn(lua_State* L, GameObject* go) int Despawn(lua_State* /*L*/, GameObject* go)
{ {
go->SetLootState(GO_JUST_DEACTIVATED); go->SetLootState(GO_JUST_DEACTIVATED);
return 0; return 0;
@@ -298,7 +298,7 @@ namespace LuaGameObject
/** /**
* Respawns a [GameObject] * Respawns a [GameObject]
*/ */
int Respawn(lua_State* L, GameObject* go) int Respawn(lua_State* /*L*/, GameObject* go)
{ {
go->Respawn(); go->Respawn();
return 0; return 0;

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@@ -639,7 +639,6 @@ ElunaRegister<Player> PlayerMethods[] =
{ "GossipClearMenu", &LuaPlayer::GossipClearMenu }, { "GossipClearMenu", &LuaPlayer::GossipClearMenu },
// Other // Other
{ "SendClearCooldowns", &LuaPlayer::SendClearCooldowns },
{ "SendBroadcastMessage", &LuaPlayer::SendBroadcastMessage }, { "SendBroadcastMessage", &LuaPlayer::SendBroadcastMessage },
{ "SendAreaTriggerMessage", &LuaPlayer::SendAreaTriggerMessage }, { "SendAreaTriggerMessage", &LuaPlayer::SendAreaTriggerMessage },
{ "SendNotification", &LuaPlayer::SendNotification }, { "SendNotification", &LuaPlayer::SendNotification },

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@@ -305,7 +305,7 @@ namespace LuaMap
/** /**
* Saves the [Map]'s instance data to the database. * Saves the [Map]'s instance data to the database.
*/ */
int SaveInstanceData(lua_State* L, Map* map) int SaveInstanceData(lua_State* /*L*/, Map* map)
{ {
#ifdef TRINITY #ifdef TRINITY
ElunaInstanceAI* iAI = NULL; ElunaInstanceAI* iAI = NULL;

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@@ -3432,25 +3432,6 @@ namespace LuaPlayer
return 0; return 0;
} }
/**
* Clears a cooldown of the specified spell
*
* @param uint32 spellId : entry of a spell
* @param [Unit] target
*/
int SendClearCooldowns(lua_State* L, Player* player)
{
uint32 spellId = Eluna::CHECKVAL<uint32>(L, 2);
Unit* target = Eluna::CHECKOBJ<Unit>(L, 3);
#ifdef TRINITY
target->GetSpellHistory()->ResetCooldown(spellId, true);
#else
player->SendClearCooldown(spellId, target);
#endif
return 0;
}
/** /**
* Sends a Broadcast Message to the [Player] * Sends a Broadcast Message to the [Player]
* *

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@@ -107,7 +107,7 @@ bool Eluna::OnAreaTrigger(Player* pPlayer, AreaTriggerEntry const* pTrigger)
} }
// Weather // Weather
void Eluna::OnChange(Weather* weather, uint32 zone, WeatherState state, float grade) void Eluna::OnChange(Weather* /*weather*/, uint32 zone, WeatherState state, float grade)
{ {
START_HOOK(WEATHER_EVENT_ON_CHANGE); START_HOOK(WEATHER_EVENT_ON_CHANGE);
Push(zone); Push(zone);

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@@ -2285,7 +2285,7 @@ namespace LuaUnit
*/ */
int CastSpell(lua_State* L, Unit* unit) int CastSpell(lua_State* L, Unit* unit)
{ {
Unit* target = Eluna::CHECKOBJ<Unit>(L, 2, NULL); Unit* target = Eluna::CHECKOBJ<Unit>(L, 2, false);
uint32 spell = Eluna::CHECKVAL<uint32>(L, 3); uint32 spell = Eluna::CHECKVAL<uint32>(L, 3);
bool triggered = Eluna::CHECKVAL<bool>(L, 4, false); bool triggered = Eluna::CHECKVAL<bool>(L, 4, false);
#ifdef CMANGOS #ifdef CMANGOS
@@ -2319,7 +2319,7 @@ namespace LuaUnit
*/ */
int CastCustomSpell(lua_State* L, Unit* unit) int CastCustomSpell(lua_State* L, Unit* unit)
{ {
Unit* target = Eluna::CHECKOBJ<Unit>(L, 2, NULL); Unit* target = Eluna::CHECKOBJ<Unit>(L, 2, false);
uint32 spell = Eluna::CHECKVAL<uint32>(L, 3); uint32 spell = Eluna::CHECKVAL<uint32>(L, 3);
bool triggered = Eluna::CHECKVAL<bool>(L, 4, false); bool triggered = Eluna::CHECKVAL<bool>(L, 4, false);
bool has_bp0 = !lua_isnoneornil(L, 5); bool has_bp0 = !lua_isnoneornil(L, 5);

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@@ -396,7 +396,7 @@ namespace LuaWorldObject
float x, y, z; float x, y, z;
obj->GetPosition(x, y, z); obj->GetPosition(x, y, z);
ElunaUtil::WorldObjectInRangeCheck checker(true, obj, range, type, entry, hostile); ElunaUtil::WorldObjectInRangeCheck checker(true, obj, range, type, entry, hostile, dead);
WorldObject* target = NULL; WorldObject* target = NULL;
#ifndef TRINITY #ifndef TRINITY