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Diffstat (limited to 'src/game/ScriptedCreature.h')
-rw-r--r--src/game/ScriptedCreature.h22
1 files changed, 11 insertions, 11 deletions
diff --git a/src/game/ScriptedCreature.h b/src/game/ScriptedCreature.h
index b416b9f3781..a275111ddf1 100644
--- a/src/game/ScriptedCreature.h
+++ b/src/game/ScriptedCreature.h
@@ -52,16 +52,16 @@ struct ScriptedAI : public CreatureAI
void AttackStartNoMove(Unit *pTarget);
// Called at any Damage from any attacker (before damage apply)
- void DamageTaken(Unit* pDone_by, uint32& uiDamage) {}
+ void DamageTaken(Unit* /*pDone_by*/, uint32& /*uiDamage*/) {}
//Called at World update tick
void UpdateAI(const uint32);
//Called at creature death
- void JustDied(Unit* who){}
+ void JustDied(Unit* /*who*/){}
//Called at creature killing another unit
- void KilledUnit(Unit* who){}
+ void KilledUnit(Unit* /*who*/){}
// Called when the creature summon successfully other creature
void JustSummoned(Creature*) {}
@@ -70,16 +70,16 @@ struct ScriptedAI : public CreatureAI
void SummonedCreatureDespawn(Creature*) {}
// Called when hit by a spell
- void SpellHit(Unit* caster, const SpellEntry *spell) {}
+ void SpellHit(Unit* /*caster*/, const SpellEntry * /*spell*/) {}
// Called when spell hits a target
- void SpellHitTarget(Unit *pTarget, const SpellEntry *spell) {}
+ void SpellHitTarget(Unit * /*pTarget*/, const SpellEntry * /*spell*/) {}
//Called at waypoint reached or PointMovement end
- void MovementInform(uint32 type, uint32 id){}
+ void MovementInform(uint32 /*type*/, uint32 /*id*/){}
// Called when AI is temporarily replaced or put back when possess is applied or removed
- void OnPossess(bool apply) {}
+ void OnPossess(bool /*apply*/) {}
//*************
// Variables
@@ -99,7 +99,7 @@ struct ScriptedAI : public CreatureAI
void Reset() {}
//Called at creature aggro either by MoveInLOS or Attack Start
- void EnterCombat(Unit* who) {}
+ void EnterCombat(Unit* /*who*/) {}
//*************
//AI Helper Functions
@@ -129,7 +129,7 @@ struct ScriptedAI : public CreatureAI
void DoTeleportTo(float fX, float fY, float fZ, uint32 uiTime = 0);
void DoTeleportTo(const float pos[4]);
- void DoAction(const int32 param) {}
+ void DoAction(const int32 /*param*/) {}
//Teleports a player without dropping threat (only teleports to same map)
void DoTeleportPlayer(Unit* pUnit, float fX, float fY, float fZ, float fO);
@@ -259,8 +259,8 @@ struct BossAI : public ScriptedAI
void UpdateAI(const uint32 diff) = 0;
void Reset() { _Reset(); }
- void EnterCombat(Unit *who) { _EnterCombat(); }
- void JustDied(Unit *killer) { _JustDied(); }
+ void EnterCombat(Unit * /*who*/) { _EnterCombat(); }
+ void JustDied(Unit * /*killer*/) { _JustDied(); }
void JustReachedHome() { me->setActive(false); }
protected: