Remove no longer used parameter

pull/59/head^2
Allofich 8 years ago
parent 7eb62b5d3a
commit 5aad1d81f4

@ -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) {}
}; };

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