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Warnings PR 2 clean unused variables (#2107)
# Pull Request
Removed unused variables and fixed styling issues.
## How to Test the Changes
- Step-by-step instructions to test the change
- Any required setup (e.g. multiple players, bots, specific
configuration)
- Expected behavior and how to verify it
## Complexity & Impact
- Does this change add new decision branches?
- [x] No
- [] Yes (**explain below**)
- Does this change increase per-bot or per-tick processing?
- [x] No
- [ ] Yes (**describe and justify impact**)
- Could this logic scale poorly under load?
- [x] No
- [ ] Yes (**explain why**)
---
## Defaults & Configuration
- Does this change modify default bot behavior?
- [x] No
- [ ] Yes (**explain why**)
If this introduces more advanced or AI-heavy logic:
- [ ] Lightweight mode remains the default
- [ ] More complex behavior is optional and thereby configurable
---
## AI Assistance
- Was AI assistance (e.g. ChatGPT or similar tools) used while working
on this change?
- [x] No
- [ ] Yes (**explain below**)
---
## Final Checklist
- [x] Stability is not compromised
- [x] Performance impact is understood, tested, and acceptable
- [x] Added logic complexity is justified and explained
- [x] Documentation updated if needed
---
## Notes for Reviewers
This was filtered from the code provided by SmashingQuasar. Eliminated
variables were confirmed to be not used, but unclear at times if that is
due to mistakes in writing.
---------
Co-authored-by: bashermens <31279994+hermensbas@users.noreply.github.com>
This commit is contained in:
@@ -17,11 +17,9 @@ bool MoveFromBronjahmAction::Execute(Event /*event*/)
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bool AttackCorruptedSoulFragmentAction::Execute(Event /*event*/)
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{
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Unit* currentTarget = AI_VALUE(Unit*, "current target");
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GuidVector targets = AI_VALUE(GuidVector, "possible targets");
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// If no valid skull target, search for corrupted soul fragment
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Unit* empoweredPrince = nullptr;
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for (auto i = targets.begin(); i != targets.end(); ++i)
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{
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Unit* unit = botAI->GetUnit(*i);
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@@ -30,8 +28,6 @@ bool AttackCorruptedSoulFragmentAction::Execute(Event /*event*/)
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if (unit->GetEntry() == NPC_CORRUPTED_SOUL_FRAGMENT)
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{
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empoweredPrince = unit;
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// Mark corrupted soul fragment with skull if in group and not already marked
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if (Group* group = bot->GetGroup())
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{
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