mirror of
https://github.com/mod-playerbots/mod-playerbots
synced 2025-11-29 15:58:20 +08:00
Compile bug fixes.
This commit is contained in:
@@ -33,7 +33,7 @@ class BloodDKStrategyActionNodeFactory : public NamedObjectFactory<ActionNode>
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}
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private:
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static ActionNode* rune_strike([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
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static ActionNode* rune_strike([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode("rune strike",
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/*P*/ NextAction::array(0, new NextAction("frost presence"), nullptr),
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@@ -41,7 +41,7 @@ class BloodDKStrategyActionNodeFactory : public NamedObjectFactory<ActionNode>
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/*C*/ nullptr);
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}
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static ActionNode* heart_strike([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
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static ActionNode* heart_strike([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode ("heart strike",
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/*P*/ NextAction::array(0, new NextAction("frost presence"), nullptr),
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@@ -49,7 +49,7 @@ class BloodDKStrategyActionNodeFactory : public NamedObjectFactory<ActionNode>
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/*C*/ nullptr);
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}
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static ActionNode* death_strike([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
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static ActionNode* death_strike([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode("death strike",
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/*P*/ NextAction::array(0, new NextAction("frost presence"), nullptr),
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@@ -30,7 +30,7 @@ class FrostDKStrategyActionNodeFactory : public NamedObjectFactory<ActionNode>
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}
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private:
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static ActionNode* obliterate([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
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static ActionNode* obliterate([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode("obliterate",
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/*P*/ NextAction::array(0, new NextAction("blood presence"), nullptr),
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@@ -38,7 +38,7 @@ class FrostDKStrategyActionNodeFactory : public NamedObjectFactory<ActionNode>
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/*C*/ nullptr);
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}
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static ActionNode* rune_strike([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
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static ActionNode* rune_strike([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode("rune strike",
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/*P*/ NextAction::array(0, new NextAction("blood presence"), nullptr),
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@@ -46,7 +46,7 @@ class FrostDKStrategyActionNodeFactory : public NamedObjectFactory<ActionNode>
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/*C*/ nullptr);
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}
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static ActionNode* frost_strike([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
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static ActionNode* frost_strike([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode("frost strike",
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/*P*/ NextAction::array(0, new NextAction("blood presence"), nullptr),
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@@ -54,7 +54,7 @@ class FrostDKStrategyActionNodeFactory : public NamedObjectFactory<ActionNode>
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/*C*/ nullptr);
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}
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static ActionNode* howling_blast([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
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static ActionNode* howling_blast([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode("howling blast",
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/*P*/ NextAction::array(0, new NextAction("blood presence"), nullptr),
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@@ -15,7 +15,7 @@ class GenericDKNonCombatStrategyActionNodeFactory : public NamedObjectFactory<Ac
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}
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private:
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static ActionNode* bone_shield([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
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static ActionNode* bone_shield([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode ("bone shield",
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/*P*/ nullptr,
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@@ -23,7 +23,7 @@ class GenericDKNonCombatStrategyActionNodeFactory : public NamedObjectFactory<Ac
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/*C*/ nullptr);
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}
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static ActionNode* horn_of_winter([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
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static ActionNode* horn_of_winter([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode ("horn of winter",
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/*P*/ nullptr,
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@@ -50,7 +50,7 @@ class GenericDKStrategyActionNodeFactory : public NamedObjectFactory<ActionNode>
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}
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private:
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static ActionNode* death_coil([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
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static ActionNode* death_coil([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode("death coil",
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/*P*/ nullptr,
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@@ -58,7 +58,7 @@ class GenericDKStrategyActionNodeFactory : public NamedObjectFactory<ActionNode>
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/*C*/ nullptr);
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}
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static ActionNode* death_grip([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
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static ActionNode* death_grip([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode("death grip",
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/*P*/ nullptr,
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@@ -66,7 +66,7 @@ class GenericDKStrategyActionNodeFactory : public NamedObjectFactory<ActionNode>
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/*C*/ nullptr);
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}
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static ActionNode* plague_strike([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
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static ActionNode* plague_strike([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode("plague strike",
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/*P*/ nullptr,
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@@ -74,7 +74,7 @@ class GenericDKStrategyActionNodeFactory : public NamedObjectFactory<ActionNode>
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/*C*/ nullptr);
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}
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static ActionNode* icy_touch([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
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static ActionNode* icy_touch([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode("icy touch",
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/*P*/ nullptr,
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@@ -82,7 +82,7 @@ class GenericDKStrategyActionNodeFactory : public NamedObjectFactory<ActionNode>
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/*C*/ nullptr);
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}
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static ActionNode* heart_strike([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
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static ActionNode* heart_strike([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode("heart strike",
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/*P*/ nullptr,
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@@ -90,7 +90,7 @@ class GenericDKStrategyActionNodeFactory : public NamedObjectFactory<ActionNode>
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/*C*/ nullptr);
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}
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static ActionNode* pestilence([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
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static ActionNode* pestilence([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode("pestilence",
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/*P*/ nullptr,
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@@ -98,7 +98,7 @@ class GenericDKStrategyActionNodeFactory : public NamedObjectFactory<ActionNode>
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/*C*/ nullptr);
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}
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static ActionNode* horn_of_winter([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
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static ActionNode* horn_of_winter([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode ("horn of winter",
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/*P*/ nullptr,
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@@ -106,7 +106,7 @@ class GenericDKStrategyActionNodeFactory : public NamedObjectFactory<ActionNode>
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/*C*/ nullptr);
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}
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static ActionNode* bone_shield([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
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static ActionNode* bone_shield([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode ("bone shield",
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/*P*/ nullptr,
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@@ -114,7 +114,7 @@ class GenericDKStrategyActionNodeFactory : public NamedObjectFactory<ActionNode>
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/*C*/ nullptr);
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}
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static ActionNode* killing_machine([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
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static ActionNode* killing_machine([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode ("killing machine",
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/*P*/ nullptr,
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@@ -122,7 +122,7 @@ class GenericDKStrategyActionNodeFactory : public NamedObjectFactory<ActionNode>
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/*C*/ nullptr);
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}
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static ActionNode* corpse_explosion([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
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static ActionNode* corpse_explosion([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode ("corpse explosion",
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/*P*/ nullptr,
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@@ -130,7 +130,7 @@ class GenericDKStrategyActionNodeFactory : public NamedObjectFactory<ActionNode>
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/*C*/ nullptr);
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}
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static ActionNode* anti_magic_zone([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
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static ActionNode* anti_magic_zone([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode ("anti magic zone",
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/*P*/ nullptr,
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@@ -138,7 +138,7 @@ class GenericDKStrategyActionNodeFactory : public NamedObjectFactory<ActionNode>
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/*C*/ nullptr);
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}
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static ActionNode* icebound_fortitude([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
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static ActionNode* icebound_fortitude([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode ("icebound fortitude",
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/*P*/ nullptr,
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@@ -30,7 +30,7 @@ class UnholyDKStrategyActionNodeFactory : public NamedObjectFactory<ActionNode>
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}
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private:
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static ActionNode* death_strike([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
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static ActionNode* death_strike([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode("death strike",
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/*P*/ NextAction::array(0, new NextAction("unholy pressence"), nullptr),
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@@ -38,7 +38,7 @@ class UnholyDKStrategyActionNodeFactory : public NamedObjectFactory<ActionNode>
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/*C*/ nullptr);
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}
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static ActionNode* corpse_explosion([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
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static ActionNode* corpse_explosion([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode("corpse explosion",
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/*P*/ NextAction::array(0, new NextAction("unholy pressence"), nullptr),
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@@ -46,7 +46,7 @@ class UnholyDKStrategyActionNodeFactory : public NamedObjectFactory<ActionNode>
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/*C*/ nullptr);
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}
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static ActionNode* scourge_strike([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
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static ActionNode* scourge_strike([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode("scourge strike",
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/*P*/ NextAction::array(0, new NextAction("unholy pressence"), nullptr),
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