Compile bug fixes.

This commit is contained in:
whipowill
2022-05-20 12:41:13 -05:00
parent 9a6709f5c1
commit 92ce54a3cd
42 changed files with 182 additions and 182 deletions

View File

@@ -33,7 +33,7 @@ class BloodDKStrategyActionNodeFactory : public NamedObjectFactory<ActionNode>
}
private:
static ActionNode* rune_strike([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
static ActionNode* rune_strike([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode("rune strike",
/*P*/ NextAction::array(0, new NextAction("frost presence"), nullptr),
@@ -41,7 +41,7 @@ class BloodDKStrategyActionNodeFactory : public NamedObjectFactory<ActionNode>
/*C*/ nullptr);
}
static ActionNode* heart_strike([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
static ActionNode* heart_strike([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode ("heart strike",
/*P*/ NextAction::array(0, new NextAction("frost presence"), nullptr),
@@ -49,7 +49,7 @@ class BloodDKStrategyActionNodeFactory : public NamedObjectFactory<ActionNode>
/*C*/ nullptr);
}
static ActionNode* death_strike([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
static ActionNode* death_strike([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode("death strike",
/*P*/ NextAction::array(0, new NextAction("frost presence"), nullptr),

View File

@@ -30,7 +30,7 @@ class FrostDKStrategyActionNodeFactory : public NamedObjectFactory<ActionNode>
}
private:
static ActionNode* obliterate([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
static ActionNode* obliterate([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode("obliterate",
/*P*/ NextAction::array(0, new NextAction("blood presence"), nullptr),
@@ -38,7 +38,7 @@ class FrostDKStrategyActionNodeFactory : public NamedObjectFactory<ActionNode>
/*C*/ nullptr);
}
static ActionNode* rune_strike([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
static ActionNode* rune_strike([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode("rune strike",
/*P*/ NextAction::array(0, new NextAction("blood presence"), nullptr),
@@ -46,7 +46,7 @@ class FrostDKStrategyActionNodeFactory : public NamedObjectFactory<ActionNode>
/*C*/ nullptr);
}
static ActionNode* frost_strike([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
static ActionNode* frost_strike([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode("frost strike",
/*P*/ NextAction::array(0, new NextAction("blood presence"), nullptr),
@@ -54,7 +54,7 @@ class FrostDKStrategyActionNodeFactory : public NamedObjectFactory<ActionNode>
/*C*/ nullptr);
}
static ActionNode* howling_blast([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
static ActionNode* howling_blast([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode("howling blast",
/*P*/ NextAction::array(0, new NextAction("blood presence"), nullptr),

View File

@@ -15,7 +15,7 @@ class GenericDKNonCombatStrategyActionNodeFactory : public NamedObjectFactory<Ac
}
private:
static ActionNode* bone_shield([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
static ActionNode* bone_shield([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode ("bone shield",
/*P*/ nullptr,
@@ -23,7 +23,7 @@ class GenericDKNonCombatStrategyActionNodeFactory : public NamedObjectFactory<Ac
/*C*/ nullptr);
}
static ActionNode* horn_of_winter([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
static ActionNode* horn_of_winter([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode ("horn of winter",
/*P*/ nullptr,

View File

@@ -50,7 +50,7 @@ class GenericDKStrategyActionNodeFactory : public NamedObjectFactory<ActionNode>
}
private:
static ActionNode* death_coil([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
static ActionNode* death_coil([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode("death coil",
/*P*/ nullptr,
@@ -58,7 +58,7 @@ class GenericDKStrategyActionNodeFactory : public NamedObjectFactory<ActionNode>
/*C*/ nullptr);
}
static ActionNode* death_grip([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
static ActionNode* death_grip([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode("death grip",
/*P*/ nullptr,
@@ -66,7 +66,7 @@ class GenericDKStrategyActionNodeFactory : public NamedObjectFactory<ActionNode>
/*C*/ nullptr);
}
static ActionNode* plague_strike([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
static ActionNode* plague_strike([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode("plague strike",
/*P*/ nullptr,
@@ -74,7 +74,7 @@ class GenericDKStrategyActionNodeFactory : public NamedObjectFactory<ActionNode>
/*C*/ nullptr);
}
static ActionNode* icy_touch([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
static ActionNode* icy_touch([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode("icy touch",
/*P*/ nullptr,
@@ -82,7 +82,7 @@ class GenericDKStrategyActionNodeFactory : public NamedObjectFactory<ActionNode>
/*C*/ nullptr);
}
static ActionNode* heart_strike([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
static ActionNode* heart_strike([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode("heart strike",
/*P*/ nullptr,
@@ -90,7 +90,7 @@ class GenericDKStrategyActionNodeFactory : public NamedObjectFactory<ActionNode>
/*C*/ nullptr);
}
static ActionNode* pestilence([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
static ActionNode* pestilence([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode("pestilence",
/*P*/ nullptr,
@@ -98,7 +98,7 @@ class GenericDKStrategyActionNodeFactory : public NamedObjectFactory<ActionNode>
/*C*/ nullptr);
}
static ActionNode* horn_of_winter([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
static ActionNode* horn_of_winter([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode ("horn of winter",
/*P*/ nullptr,
@@ -106,7 +106,7 @@ class GenericDKStrategyActionNodeFactory : public NamedObjectFactory<ActionNode>
/*C*/ nullptr);
}
static ActionNode* bone_shield([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
static ActionNode* bone_shield([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode ("bone shield",
/*P*/ nullptr,
@@ -114,7 +114,7 @@ class GenericDKStrategyActionNodeFactory : public NamedObjectFactory<ActionNode>
/*C*/ nullptr);
}
static ActionNode* killing_machine([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
static ActionNode* killing_machine([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode ("killing machine",
/*P*/ nullptr,
@@ -122,7 +122,7 @@ class GenericDKStrategyActionNodeFactory : public NamedObjectFactory<ActionNode>
/*C*/ nullptr);
}
static ActionNode* corpse_explosion([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
static ActionNode* corpse_explosion([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode ("corpse explosion",
/*P*/ nullptr,
@@ -130,7 +130,7 @@ class GenericDKStrategyActionNodeFactory : public NamedObjectFactory<ActionNode>
/*C*/ nullptr);
}
static ActionNode* anti_magic_zone([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
static ActionNode* anti_magic_zone([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode ("anti magic zone",
/*P*/ nullptr,
@@ -138,7 +138,7 @@ class GenericDKStrategyActionNodeFactory : public NamedObjectFactory<ActionNode>
/*C*/ nullptr);
}
static ActionNode* icebound_fortitude([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
static ActionNode* icebound_fortitude([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode ("icebound fortitude",
/*P*/ nullptr,

View File

@@ -30,7 +30,7 @@ class UnholyDKStrategyActionNodeFactory : public NamedObjectFactory<ActionNode>
}
private:
static ActionNode* death_strike([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
static ActionNode* death_strike([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode("death strike",
/*P*/ NextAction::array(0, new NextAction("unholy pressence"), nullptr),
@@ -38,7 +38,7 @@ class UnholyDKStrategyActionNodeFactory : public NamedObjectFactory<ActionNode>
/*C*/ nullptr);
}
static ActionNode* corpse_explosion([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
static ActionNode* corpse_explosion([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode("corpse explosion",
/*P*/ NextAction::array(0, new NextAction("unholy pressence"), nullptr),
@@ -46,7 +46,7 @@ class UnholyDKStrategyActionNodeFactory : public NamedObjectFactory<ActionNode>
/*C*/ nullptr);
}
static ActionNode* scourge_strike([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
static ActionNode* scourge_strike([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode("scourge strike",
/*P*/ NextAction::array(0, new NextAction("unholy pressence"), nullptr),