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https://github.com/TES3MP/openmw-tes3mp.git
synced 2025-02-06 04:45:32 +00:00
Remove no longer used parameter
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parent
7eb62b5d3a
commit
5aad1d81f4
4 changed files with 5 additions and 6 deletions
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@ -970,12 +970,12 @@ Resource::ResourceSystem* NpcAnimation::getResourceSystem()
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return mResourceSystem;
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}
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void NpcAnimation::permanentEffectAdded(const ESM::MagicEffect *magicEffect, bool isNew, bool playSound)
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void NpcAnimation::permanentEffectAdded(const ESM::MagicEffect *magicEffect, bool isNew)
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{
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// During first auto equip, we don't play any sounds.
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// Basically we don't want sounds when the actor is first loaded,
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// the items should appear as if they'd always been equipped.
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if (playSound)
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if (isNew)
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{
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static const std::string schools[] = {
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"alteration", "conjuration", "destruction", "illusion", "mysticism", "restoration"
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@ -23,7 +23,7 @@ class NpcAnimation : public Animation, public WeaponAnimation, public MWWorld::I
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{
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public:
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virtual void equipmentChanged();
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virtual void permanentEffectAdded(const ESM::MagicEffect *magicEffect, bool isNew, bool playSound);
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virtual void permanentEffectAdded(const ESM::MagicEffect *magicEffect, bool isNew);
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public:
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typedef std::map<ESM::PartReferenceType,std::string> PartBoneMap;
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@ -414,8 +414,7 @@ void MWWorld::InventoryStore::updateMagicEffects(const Ptr& actor)
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// During first auto equip, we don't play any sounds.
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// Basically we don't want sounds when the actor is first loaded,
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// the items should appear as if they'd always been equipped.
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mListener->permanentEffectAdded(magicEffect, !mFirstAutoEquip,
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!mFirstAutoEquip);
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mListener->permanentEffectAdded(magicEffect, !mFirstAutoEquip);
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}
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if (magnitude)
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@ -32,7 +32,7 @@ namespace MWWorld
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* If it isn't new, non-looping VFX should not be played.
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* @param playSound Play effect sound?
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*/
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virtual void permanentEffectAdded (const ESM::MagicEffect *magicEffect, bool isNew, bool playSound) {}
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virtual void permanentEffectAdded (const ESM::MagicEffect *magicEffect, bool isNew) {}
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};
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