diff options
-rw-r--r-- | src/server/authserver/Main.cpp | 2 | ||||
-rw-r--r-- | src/server/game/Entities/Creature/Creature.cpp | 2 | ||||
-rw-r--r-- | src/server/scripts/Northrend/VioletHold/boss_ichoron.cpp | 2 |
3 files changed, 4 insertions, 2 deletions
diff --git a/src/server/authserver/Main.cpp b/src/server/authserver/Main.cpp index 15ab1c38925..eb3cf4c9964 100644 --- a/src/server/authserver/Main.cpp +++ b/src/server/authserver/Main.cpp @@ -271,6 +271,8 @@ variables_map GetConsoleArguments(int argc, char** argv, std::string& configFile ; all.add(win); +#else + (void)configService; #endif variables_map variablesMap; try diff --git a/src/server/game/Entities/Creature/Creature.cpp b/src/server/game/Entities/Creature/Creature.cpp index 3b9b6d9dfe8..6e51257eb82 100644 --- a/src/server/game/Entities/Creature/Creature.cpp +++ b/src/server/game/Entities/Creature/Creature.cpp @@ -1373,7 +1373,7 @@ bool Creature::CanStartAttack(Unit const* who, bool force) const // This set of checks is should be done only for creatures if ((HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_IMMUNE_TO_NPC) && who->GetTypeId() != TYPEID_PLAYER) // flag is valid only for non player characters || (HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_IMMUNE_TO_PC) && who->GetTypeId() == TYPEID_PLAYER) // immune to PC and target is a player, return false - || (who->GetOwner() && who->GetOwner()->GetTypeId() == TYPEID_PLAYER) && HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_IMMUNE_TO_PC)) // player pets are immune to pc as well + || (who->GetOwner() && who->GetOwner()->GetTypeId() == TYPEID_PLAYER && HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_IMMUNE_TO_PC))) // player pets are immune to pc as well return false; // Do not attack non-combat pets diff --git a/src/server/scripts/Northrend/VioletHold/boss_ichoron.cpp b/src/server/scripts/Northrend/VioletHold/boss_ichoron.cpp index 137f63a381d..cfdacb10896 100644 --- a/src/server/scripts/Northrend/VioletHold/boss_ichoron.cpp +++ b/src/server/scripts/Northrend/VioletHold/boss_ichoron.cpp @@ -489,7 +489,7 @@ public: // on retail spell casted on a creature's death are not casted after death but keeping mob at 1 health, casting it and then letting the mob die. // this feature should be still implemented - void DamageTaken(Unit* attacker, uint32 &damage) override + void DamageTaken(Unit* /*attacker*/, uint32 &damage) override { int32 actualHp = me->GetHealth(); actualHp -= damage; |