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authorSpp <spp@jorge.gr>2012-02-16 13:56:08 +0100
committerSpp <spp@jorge.gr>2012-02-16 13:56:28 +0100
commit03c34ee507b4e43fabee1ff382d9de9ea815e3f2 (patch)
tree08ffffcfeb954d98f1fa27d0a808746614bf3b47 /src/server/game/Entities
parente47ec04b4d58a4a080918aef57a35509ad69f0ca (diff)
Fix a lot of warnings
Diffstat (limited to 'src/server/game/Entities')
-rwxr-xr-xsrc/server/game/Entities/Creature/Creature.cpp2
-rwxr-xr-xsrc/server/game/Entities/GameObject/GameObject.cpp2
-rwxr-xr-xsrc/server/game/Entities/Player/Player.cpp9
-rwxr-xr-xsrc/server/game/Entities/Unit/Unit.cpp16
-rw-r--r--src/server/game/Entities/Vehicle/VehicleDefines.h2
5 files changed, 15 insertions, 16 deletions
diff --git a/src/server/game/Entities/Creature/Creature.cpp b/src/server/game/Entities/Creature/Creature.cpp
index cbd0922118c..d40ee89e774 100755
--- a/src/server/game/Entities/Creature/Creature.cpp
+++ b/src/server/game/Entities/Creature/Creature.cpp
@@ -145,7 +145,7 @@ m_PlayerDamageReq(0), m_lootMoney(0), m_lootRecipient(0), m_lootRecipientGroup(0
m_respawnDelay(300), m_corpseDelay(60), m_respawnradius(0.0f), m_reactState(REACT_AGGRESSIVE),
m_defaultMovementType(IDLE_MOTION_TYPE), m_DBTableGuid(0), m_equipmentId(0), m_AlreadyCallAssistance(false),
m_AlreadySearchedAssistance(false), m_regenHealth(true), m_AI_locked(false), m_meleeDamageSchoolMask(SPELL_SCHOOL_MASK_NORMAL),
-m_creatureInfo(NULL), m_creatureData(NULL), m_formation(NULL), m_path_id(0)
+m_creatureInfo(NULL), m_creatureData(NULL), m_path_id(0), m_formation(NULL)
{
m_regenTimer = CREATURE_REGEN_INTERVAL;
m_valuesCount = UNIT_END;
diff --git a/src/server/game/Entities/GameObject/GameObject.cpp b/src/server/game/Entities/GameObject/GameObject.cpp
index 41e0b8e054b..a06cee891e7 100755
--- a/src/server/game/Entities/GameObject/GameObject.cpp
+++ b/src/server/game/Entities/GameObject/GameObject.cpp
@@ -33,7 +33,7 @@
#include "GameObjectModel.h"
#include "DynamicTree.h"
-GameObject::GameObject() : WorldObject(false), m_goValue(new GameObjectValue), m_AI(NULL), m_model(NULL)
+GameObject::GameObject() : WorldObject(false), m_model(NULL), m_goValue(new GameObjectValue), m_AI(NULL)
{
m_objectType |= TYPEMASK_GAMEOBJECT;
m_objectTypeId = TYPEID_GAMEOBJECT;
diff --git a/src/server/game/Entities/Player/Player.cpp b/src/server/game/Entities/Player/Player.cpp
index 80511f49a64..941d898c1fb 100755
--- a/src/server/game/Entities/Player/Player.cpp
+++ b/src/server/game/Entities/Player/Player.cpp
@@ -434,9 +434,9 @@ void TradeData::SetAccepted(bool state, bool crosssend /*= false*/)
// 5. Credit instance encounter.
KillRewarder::KillRewarder(Player* killer, Unit* victim, bool isBattleGround) :
// 1. Initialize internal variables to default values.
- _killer(killer), _victim(victim), _isBattleGround(isBattleGround),
- _isPvP(false), _group(killer->GetGroup()), _groupRate(1.0f),
- _maxLevel(0), _maxNotGrayMember(NULL), _count(0), _sumLevel(0), _isFullXP(false), _xp(0)
+ _killer(killer), _victim(victim), _group(killer->GetGroup()),
+ _groupRate(1.0f), _maxNotGrayMember(NULL), _count(0), _sumLevel(0), _xp(0),
+ _isFullXP(false), _maxLevel(0), _isBattleGround(isBattleGround), _isPvP(false)
{
// mark the credit as pvp if victim is player
if (victim->GetTypeId() == TYPEID_PLAYER)
@@ -11830,7 +11830,7 @@ InventoryResult Player::CanRollForItemInLFG(ItemTemplate const* proto, WorldObje
Map const* map = lootedObject->GetMap();
if (uint32 dungeonId = sLFGMgr->GetDungeon(GetGroup()->GetGUID(), true))
if (LFGDungeonEntry const* dungeon = sLFGDungeonStore.LookupEntry(dungeonId))
- if (dungeon->map == map->GetId() && dungeon->difficulty == map->GetDifficulty())
+ if (uint32(dungeon->map) == map->GetId() && dungeon->difficulty == map->GetDifficulty())
lootedObjectInDungeon = true;
if (!lootedObjectInDungeon)
@@ -12024,7 +12024,6 @@ Item* Player::StoreItem(ItemPosCountVec const& dest, Item* pItem, bool update)
return NULL;
Item* lastItem = pItem;
- uint32 entry = pItem->GetEntry();
for (ItemPosCountVec::const_iterator itr = dest.begin(); itr != dest.end();)
{
uint16 pos = itr->pos;
diff --git a/src/server/game/Entities/Unit/Unit.cpp b/src/server/game/Entities/Unit/Unit.cpp
index 04eab0b7d56..183267d1dbf 100755
--- a/src/server/game/Entities/Unit/Unit.cpp
+++ b/src/server/game/Entities/Unit/Unit.cpp
@@ -146,9 +146,10 @@ _hitMask(hitMask), _spell(spell), _damageInfo(damageInfo), _healInfo(healInfo)
#endif
Unit::Unit(bool isWorldObject): WorldObject(isWorldObject),
m_movedPlayer(NULL), m_lastSanctuaryTime(0), IsAIEnabled(false), NeedChangeAI(false),
-m_ControlledByPlayer(false), i_AI(NULL), i_disabledAI(NULL), m_procDeep(0),
-m_removedAurasCount(0), i_motionMaster(this), m_ThreatManager(this), m_vehicle(NULL),
-m_vehicleKit(NULL), m_unitTypeMask(UNIT_MASK_NONE), m_HostileRefManager(this), movespline(new Movement::MoveSpline())
+m_ControlledByPlayer(false), movespline(new Movement::MoveSpline()), i_AI(NULL),
+i_disabledAI(NULL), m_procDeep(0), m_removedAurasCount(0), i_motionMaster(this),
+m_ThreatManager(this), m_vehicle(NULL), m_vehicleKit(NULL), m_unitTypeMask(UNIT_MASK_NONE),
+m_HostileRefManager(this)
{
#ifdef _MSC_VER
#pragma warning(default:4355)
@@ -7010,8 +7011,8 @@ bool Unit::HandleDummyAuraProc(Unit* victim, uint32 damage, AuraEffect* triggere
WeaponAttackType attType = WeaponAttackType(player->GetAttackBySlot(castItem->GetSlot()));
if ((attType != BASE_ATTACK && attType != OFF_ATTACK)
- || attType == BASE_ATTACK && procFlag & PROC_FLAG_DONE_OFFHAND_ATTACK
- || attType == OFF_ATTACK && procFlag & PROC_FLAG_DONE_MAINHAND_ATTACK)
+ || (attType == BASE_ATTACK && procFlag & PROC_FLAG_DONE_OFFHAND_ATTACK)
+ || (attType == OFF_ATTACK && procFlag & PROC_FLAG_DONE_MAINHAND_ATTACK))
return false;
// Now compute real proc chance...
@@ -7307,8 +7308,8 @@ bool Unit::HandleDummyAuraProc(Unit* victim, uint32 damage, AuraEffect* triggere
Player* player = ToPlayer();
WeaponAttackType attType = WeaponAttackType(player->GetAttackBySlot(castItem->GetSlot()));
if ((attType != BASE_ATTACK && attType != OFF_ATTACK)
- || attType == BASE_ATTACK && procFlag & PROC_FLAG_DONE_OFFHAND_ATTACK
- || attType == OFF_ATTACK && procFlag & PROC_FLAG_DONE_MAINHAND_ATTACK)
+ || (attType == BASE_ATTACK && procFlag & PROC_FLAG_DONE_OFFHAND_ATTACK)
+ || (attType == OFF_ATTACK && procFlag & PROC_FLAG_DONE_MAINHAND_ATTACK))
return false;
float fire_onhit = float(CalculatePctF(dummySpell->Effects[EFFECT_0]. CalcValue(), 1.0f));
@@ -12685,7 +12686,6 @@ void Unit::setDeathState(DeathState s)
{
// death state needs to be updated before RemoveAllAurasOnDeath() calls HandleChannelDeathItem(..) so that
// it can be used to check creation of death items (such as soul shards).
- DeathState oldDeathState = m_deathState;
m_deathState = s;
if (s != ALIVE && s != JUST_ALIVED)
diff --git a/src/server/game/Entities/Vehicle/VehicleDefines.h b/src/server/game/Entities/Vehicle/VehicleDefines.h
index 57d9204ad1c..df34a61d444 100644
--- a/src/server/game/Entities/Vehicle/VehicleDefines.h
+++ b/src/server/game/Entities/Vehicle/VehicleDefines.h
@@ -63,7 +63,7 @@ struct VehicleSeat
struct VehicleAccessory
{
VehicleAccessory(uint32 entry, int8 seatId, bool isMinion, uint8 summonType, uint32 summonTime) :
- AccessoryEntry(entry), SeatId(seatId), IsMinion(isMinion), SummonedType(summonType), SummonTime(summonTime) {}
+ AccessoryEntry(entry), IsMinion(isMinion), SummonTime(summonTime), SeatId(seatId), SummonedType(summonType) {}
uint32 AccessoryEntry;
uint32 IsMinion;
uint32 SummonTime;