Remove LOTS of compile warnings

--HG--
branch : trunk
This commit is contained in:
Spp
2010-04-19 09:26:37 +02:00
parent fdd8d2f3cc
commit 74dd02d024
549 changed files with 2082 additions and 2122 deletions
+7 -7
View File
@@ -100,7 +100,7 @@ class CreatureAI : public UnitAI
// Called at any Damage from any attacker (before damage apply)
// Note: it for recalculation damage or special reaction at damage
// for attack reaction use AttackedBy called for not DOT damage in Unit::DealDamage also
virtual void DamageTaken(Unit *done_by, uint32 & /*damage*/) {}
virtual void DamageTaken(Unit * /*done_by*/, uint32 & /*damage*/) {}
// Called when the creature is killed
virtual void JustDied(Unit *) {}
@@ -110,7 +110,7 @@ class CreatureAI : public UnitAI
// Called when the creature summon successfully other creature
virtual void JustSummoned(Creature*) {}
virtual void IsSummonedBy(Unit *summoner) {}
virtual void IsSummonedBy(Unit * /*summoner*/) {}
virtual void SummonedCreatureDespawn(Creature* /*unit*/) {}
@@ -118,10 +118,10 @@ class CreatureAI : public UnitAI
virtual void SpellHit(Unit*, const SpellEntry*) {}
// Called when spell hits a target
virtual void SpellHitTarget(Unit* target, const SpellEntry*) {}
virtual void SpellHitTarget(Unit* /*target*/, const SpellEntry*) {}
// Called to get trigger target for aura effect
virtual Unit * GetAuraEffectTriggerTarget(uint32 spellId, uint8 effIndex) {return NULL;}
virtual Unit * GetAuraEffectTriggerTarget(uint32 /*spellId*/, uint8 /*effIndex*/) {return NULL;}
// Called when the creature is target of hostile action: swing, hostile spell landed, fear/etc)
//virtual void AttackedBy(Unit* attacker);
@@ -143,7 +143,7 @@ class CreatureAI : public UnitAI
void DoZoneInCombat(Creature* pUnit = NULL);
// Called at text emote receive from player
virtual void ReceiveEmote(Player* pPlayer, uint32 text_emote) {}
virtual void ReceiveEmote(Player* /*pPlayer*/, uint32 /*text_emote*/) {}
/// == Triggered Actions Requested ==================
@@ -152,7 +152,7 @@ class CreatureAI : public UnitAI
//virtual void AttackStart(Unit *) {}
// Called at World update tick
//virtual void UpdateAI(const uint32 diff) {}
//virtual void UpdateAI(const uint32 /*diff*/) {}
/// == State checks =================================
@@ -170,7 +170,7 @@ class CreatureAI : public UnitAI
// Pointer to controlled by AI creature
//Creature* const me;
virtual void PassengerBoarded(Unit *who, int8 seatId, bool apply) {}
virtual void PassengerBoarded(Unit * /*who*/, int8 /*seatId*/, bool /*apply*/) {}
protected:
virtual void MoveInLineOfSight(Unit *);