diff options
Diffstat (limited to 'src/game/ScriptedCreature.h')
-rw-r--r-- | src/game/ScriptedCreature.h | 22 |
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: |