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https://github.com/ZhengPeiRu21/mod-individual-progression
synced 2025-11-29 23:44:51 +08:00
fix:compile warnings
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@@ -71,7 +71,7 @@ void IndividualProgression::ApplyGearStatsTuning(Player* player, float& computed
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if (item->Quality != ITEM_QUALITY_EPIC) // Non-endgame gear is okay
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return;
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if ((hasPassedProgression(player, PROGRESSION_NAXX40) && (item->RequiredLevel <= 60)) ||
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hasPassedProgression(player, PROGRESSION_TBC_TIER_5) && (item->RequiredLevel <=70))
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(hasPassedProgression(player, PROGRESSION_TBC_TIER_5) && (item->RequiredLevel <=70)))
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{
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computedAdjustment -= (100.0f * previousGearTuning);
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}
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@@ -82,7 +82,7 @@ void IndividualProgression::ComputeGearTuning(Player* player, float& computedAdj
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if (item->Quality != ITEM_QUALITY_EPIC) // Non-endgame gear is okay
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return;
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if ((hasPassedProgression(player, PROGRESSION_NAXX40) && (item->RequiredLevel <= 60)) ||
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hasPassedProgression(player, PROGRESSION_TBC_TIER_5) && (item->RequiredLevel <=70))
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(hasPassedProgression(player, PROGRESSION_TBC_TIER_5) && (item->RequiredLevel <=70)))
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{
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computedAdjustment += previousGearTuning;
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}
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@@ -133,11 +133,11 @@ void IndividualProgression::AdjustWotLKStats(Player* player) const
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AdjustStats(player, computedAdjustment, computedAdjustment);
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}
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void IndividualProgression::AdjustStats(Player* player, float computedAdjustment, float computedHealingAdjustment)
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void IndividualProgression::AdjustStats(Player* player, float computedAdjustment, float /*computedHealingAdjustment*/)
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{
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int32 bp0 = 0; // This would be the damage taken adjustment value, but we are already adjusting health
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// int32 bp0 = 0; // This would be the damage taken adjustment value, but we are already adjusting health
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auto bp1 = static_cast<int32>(computedAdjustment);
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auto bp1Healing = static_cast<int32>(computedHealingAdjustment);
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// auto bp1Healing = static_cast<int32>(computedHealingAdjustment);
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player->RemoveAura(ABSORB_SPELL);
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player->CastCustomSpell(player, ABSORB_SPELL, &bp1, nullptr, nullptr, false);
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