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authorSpp <none@none>2010-04-19 09:26:37 +0200
committerSpp <none@none>2010-04-19 09:26:37 +0200
commit74dd02d024007c3a09219177fabfe9010b1bce63 (patch)
tree041286f1a0a20c9714199b03c60808d3b7291e48 /src/game/Unit.cpp
parentfdd8d2f3cc7108043f6bad036b994770f904866f (diff)
Remove LOTS of compile warnings
--HG-- branch : trunk
Diffstat (limited to 'src/game/Unit.cpp')
-rw-r--r--src/game/Unit.cpp28
1 files changed, 14 insertions, 14 deletions
diff --git a/src/game/Unit.cpp b/src/game/Unit.cpp
index 08de8e750c0..75b8be58952 100644
--- a/src/game/Unit.cpp
+++ b/src/game/Unit.cpp
@@ -1526,7 +1526,7 @@ void Unit::HandleEmoteCommand(uint32 anim_id)
SendMessageToSet(&data, true);
}
-uint32 Unit::CalcArmorReducedDamage(Unit* pVictim, const uint32 damage, SpellEntry const *spellInfo, WeaponAttackType attackType)
+uint32 Unit::CalcArmorReducedDamage(Unit* pVictim, const uint32 damage, SpellEntry const *spellInfo, WeaponAttackType /*attackType*/)
{
uint32 newdamage = 0;
float armor = pVictim->GetArmor();
@@ -2172,7 +2172,7 @@ void Unit::CalcAbsorbResist(Unit *pVictim, SpellSchoolMask schoolMask, DamageEff
}
}
-void Unit::AttackerStateUpdate (Unit *pVictim, WeaponAttackType attType, bool extra)
+void Unit::AttackerStateUpdate (Unit *pVictim, WeaponAttackType attType, bool /*extra*/)
{
if (hasUnitState(UNIT_STAT_CANNOT_AUTOATTACK) || HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_PACIFIED))
return;
@@ -5059,7 +5059,7 @@ void Unit::SendAttackStateUpdate(CalcDamageInfo *damageInfo)
SendMessageToSet(&data, true);
}
-void Unit::SendAttackStateUpdate(uint32 HitInfo, Unit *target, uint8 SwingType, SpellSchoolMask damageSchoolMask, uint32 Damage, uint32 AbsorbDamage, uint32 Resist, VictimState TargetState, uint32 BlockedAmount)
+void Unit::SendAttackStateUpdate(uint32 HitInfo, Unit *target, uint8 /*SwingType*/, SpellSchoolMask damageSchoolMask, uint32 Damage, uint32 AbsorbDamage, uint32 Resist, VictimState TargetState, uint32 BlockedAmount)
{
CalcDamageInfo dmgInfo;
dmgInfo.HitInfo = HitInfo;
@@ -5074,7 +5074,7 @@ void Unit::SendAttackStateUpdate(uint32 HitInfo, Unit *target, uint8 SwingType,
SendAttackStateUpdate(&dmgInfo);
}
-bool Unit::HandleHasteAuraProc(Unit *pVictim, uint32 damage, AuraEffect* triggeredByAura, SpellEntry const * procSpell, uint32 /*procFlag*/, uint32 /*procEx*/, uint32 cooldown)
+bool Unit::HandleHasteAuraProc(Unit *pVictim, uint32 damage, AuraEffect* triggeredByAura, SpellEntry const * /*procSpell*/, uint32 /*procFlag*/, uint32 /*procEx*/, uint32 cooldown)
{
SpellEntry const *hasteSpell = triggeredByAura->GetSpellProto();
@@ -7449,11 +7449,11 @@ bool Unit::HandleDummyAuraProc(Unit *pVictim, uint32 damage, AuraEffect* trigger
return true;
}
-bool Unit::HandleObsModEnergyAuraProc(Unit *pVictim, uint32 damage, AuraEffect* triggeredByAura, SpellEntry const * procSpell, uint32 procFlag, uint32 procEx, uint32 cooldown)
+bool Unit::HandleObsModEnergyAuraProc(Unit *pVictim, uint32 /*damage*/, AuraEffect* triggeredByAura, SpellEntry const * /*procSpell*/, uint32 /*procFlag*/, uint32 /*procEx*/, uint32 cooldown)
{
SpellEntry const *dummySpell = triggeredByAura->GetSpellProto ();
- uint32 effIndex = triggeredByAura->GetEffIndex();
- int32 triggerAmount = triggeredByAura->GetAmount();
+ //uint32 effIndex = triggeredByAura->GetEffIndex();
+ //int32 triggerAmount = triggeredByAura->GetAmount();
Item* castItem = triggeredByAura->GetBase()->GetCastItemGUID() && GetTypeId() == TYPEID_PLAYER
? this->ToPlayer()->GetItemByGuid(triggeredByAura->GetBase()->GetCastItemGUID()) : NULL;
@@ -7506,11 +7506,11 @@ bool Unit::HandleObsModEnergyAuraProc(Unit *pVictim, uint32 damage, AuraEffect*
this->ToPlayer()->AddSpellCooldown(triggered_spell_id,0,time(NULL) + cooldown);
return true;
}
-bool Unit::HandleModDamagePctTakenAuraProc(Unit *pVictim, uint32 damage, AuraEffect* triggeredByAura, SpellEntry const * procSpell, uint32 procFlag, uint32 procEx, uint32 cooldown)
+bool Unit::HandleModDamagePctTakenAuraProc(Unit *pVictim, uint32 /*damage*/, AuraEffect* triggeredByAura, SpellEntry const * /*procSpell*/, uint32 /*procFlag*/, uint32 /*procEx*/, uint32 cooldown)
{
SpellEntry const *dummySpell = triggeredByAura->GetSpellProto ();
- uint32 effIndex = triggeredByAura->GetEffIndex();
- int32 triggerAmount = triggeredByAura->GetAmount();
+ //uint32 effIndex = triggeredByAura->GetEffIndex();
+ //int32 triggerAmount = triggeredByAura->GetAmount();
Item* castItem = triggeredByAura->GetBase()->GetCastItemGUID() && GetTypeId() == TYPEID_PLAYER
? this->ToPlayer()->GetItemByGuid(triggeredByAura->GetBase()->GetCastItemGUID()) : NULL;
@@ -7568,7 +7568,7 @@ bool Unit::HandleModDamagePctTakenAuraProc(Unit *pVictim, uint32 damage, AuraEff
// Used in case when access to whole aura is needed
// All procs should be handled like this...
-bool Unit::HandleAuraProc(Unit *pVictim, uint32 damage, Aura * triggeredByAura, SpellEntry const * procSpell, uint32 procFlag, uint32 procEx, uint32 cooldown, bool * handled)
+bool Unit::HandleAuraProc(Unit * /*pVictim*/, uint32 damage, Aura * triggeredByAura, SpellEntry const * procSpell, uint32 /*procFlag*/, uint32 procEx, uint32 /*cooldown*/, bool * handled)
{
SpellEntry const *dummySpell = triggeredByAura->GetSpellProto();
@@ -8411,7 +8411,7 @@ bool Unit::HandleProcTriggerSpell(Unit *pVictim, uint32 damage, AuraEffect* trig
return true;
}
-bool Unit::HandleOverrideClassScriptAuraProc(Unit *pVictim, uint32 damage, AuraEffect *triggeredByAura, SpellEntry const *procSpell, uint32 cooldown)
+bool Unit::HandleOverrideClassScriptAuraProc(Unit *pVictim, uint32 /*damage*/, AuraEffect *triggeredByAura, SpellEntry const *procSpell, uint32 cooldown)
{
int32 scriptId = triggeredByAura->GetMiscValue();
@@ -11586,7 +11586,7 @@ bool Unit::isVisibleForOrDetect(Unit const* u, bool detect, bool inVisibleList,
return u->canSeeOrDetect(this, detect, inVisibleList, is3dDistance);
}
-bool Unit::canSeeOrDetect(Unit const* u, bool detect, bool inVisibleList, bool is3dDistance) const
+bool Unit::canSeeOrDetect(Unit const* /*u*/, bool /*detect*/, bool /*inVisibleList*/, bool /*is3dDistance*/) const
{
return true;
}
@@ -12241,7 +12241,7 @@ int32 Unit::ApplyEffectModifiers(SpellEntry const* spellProto, uint8 effect_inde
return value;
}
-int32 Unit::CalculateSpellDamage(Unit const* target, SpellEntry const* spellProto, uint8 effect_index, int32 const* effBasePoints)
+int32 Unit::CalculateSpellDamage(Unit const* /*target*/, SpellEntry const* spellProto, uint8 effect_index, int32 const* effBasePoints)
{
int32 level = int32(getLevel());
if (level > int32(spellProto->maxLevel) && spellProto->maxLevel > 0)