mirror of
https://github.com/TES3MP/openmw-tes3mp.git
synced 2025-01-20 00:23:51 +00:00
Remove no longer used parameter
This commit is contained in:
parent
7eb62b5d3a
commit
5aad1d81f4
4 changed files with 5 additions and 6 deletions
|
@ -970,12 +970,12 @@ Resource::ResourceSystem* NpcAnimation::getResourceSystem()
|
||||||
return mResourceSystem;
|
return mResourceSystem;
|
||||||
}
|
}
|
||||||
|
|
||||||
void NpcAnimation::permanentEffectAdded(const ESM::MagicEffect *magicEffect, bool isNew, bool playSound)
|
void NpcAnimation::permanentEffectAdded(const ESM::MagicEffect *magicEffect, bool isNew)
|
||||||
{
|
{
|
||||||
// During first auto equip, we don't play any sounds.
|
// During first auto equip, we don't play any sounds.
|
||||||
// Basically we don't want sounds when the actor is first loaded,
|
// Basically we don't want sounds when the actor is first loaded,
|
||||||
// the items should appear as if they'd always been equipped.
|
// the items should appear as if they'd always been equipped.
|
||||||
if (playSound)
|
if (isNew)
|
||||||
{
|
{
|
||||||
static const std::string schools[] = {
|
static const std::string schools[] = {
|
||||||
"alteration", "conjuration", "destruction", "illusion", "mysticism", "restoration"
|
"alteration", "conjuration", "destruction", "illusion", "mysticism", "restoration"
|
||||||
|
|
|
@ -23,7 +23,7 @@ class NpcAnimation : public Animation, public WeaponAnimation, public MWWorld::I
|
||||||
{
|
{
|
||||||
public:
|
public:
|
||||||
virtual void equipmentChanged();
|
virtual void equipmentChanged();
|
||||||
virtual void permanentEffectAdded(const ESM::MagicEffect *magicEffect, bool isNew, bool playSound);
|
virtual void permanentEffectAdded(const ESM::MagicEffect *magicEffect, bool isNew);
|
||||||
|
|
||||||
public:
|
public:
|
||||||
typedef std::map<ESM::PartReferenceType,std::string> PartBoneMap;
|
typedef std::map<ESM::PartReferenceType,std::string> PartBoneMap;
|
||||||
|
|
|
@ -414,8 +414,7 @@ void MWWorld::InventoryStore::updateMagicEffects(const Ptr& actor)
|
||||||
// During first auto equip, we don't play any sounds.
|
// During first auto equip, we don't play any sounds.
|
||||||
// Basically we don't want sounds when the actor is first loaded,
|
// Basically we don't want sounds when the actor is first loaded,
|
||||||
// the items should appear as if they'd always been equipped.
|
// the items should appear as if they'd always been equipped.
|
||||||
mListener->permanentEffectAdded(magicEffect, !mFirstAutoEquip,
|
mListener->permanentEffectAdded(magicEffect, !mFirstAutoEquip);
|
||||||
!mFirstAutoEquip);
|
|
||||||
}
|
}
|
||||||
|
|
||||||
if (magnitude)
|
if (magnitude)
|
||||||
|
|
|
@ -32,7 +32,7 @@ namespace MWWorld
|
||||||
* If it isn't new, non-looping VFX should not be played.
|
* If it isn't new, non-looping VFX should not be played.
|
||||||
* @param playSound Play effect sound?
|
* @param playSound Play effect sound?
|
||||||
*/
|
*/
|
||||||
virtual void permanentEffectAdded (const ESM::MagicEffect *magicEffect, bool isNew, bool playSound) {}
|
virtual void permanentEffectAdded (const ESM::MagicEffect *magicEffect, bool isNew) {}
|
||||||
|
|
||||||
};
|
};
|
||||||
|
|
||||||
|
|
Loading…
Reference in a new issue