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https://github.com/mod-playerbots/mod-playerbots
synced 2025-11-29 15:58:20 +08:00
Compile bug fixes.
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@@ -18,7 +18,7 @@ class DpsHunterStrategyActionNodeFactory : public NamedObjectFactory<ActionNode>
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}
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private:
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static ActionNode* viper_sting([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
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static ActionNode* viper_sting([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode ("viper sting",
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/*P*/ nullptr,
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@@ -26,7 +26,7 @@ class DpsHunterStrategyActionNodeFactory : public NamedObjectFactory<ActionNode>
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/*C*/ nullptr);
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}
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static ActionNode* aimed_shot([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
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static ActionNode* aimed_shot([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode ("aimed shot",
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/*P*/ nullptr,
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@@ -34,7 +34,7 @@ class DpsHunterStrategyActionNodeFactory : public NamedObjectFactory<ActionNode>
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/*C*/ nullptr);
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}
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static ActionNode* chimera_shot([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
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static ActionNode* chimera_shot([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode ("chimera shot",
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/*P*/ nullptr,
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@@ -42,7 +42,7 @@ class DpsHunterStrategyActionNodeFactory : public NamedObjectFactory<ActionNode>
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/*C*/ nullptr);
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}
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static ActionNode* explosive_shot([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
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static ActionNode* explosive_shot([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode ("explosive shot",
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/*P*/ nullptr,
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@@ -50,7 +50,7 @@ class DpsHunterStrategyActionNodeFactory : public NamedObjectFactory<ActionNode>
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/*C*/ nullptr);
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}
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static ActionNode* concussive_shot([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
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static ActionNode* concussive_shot([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode ("concussive shot",
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/*P*/ nullptr,
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