Remove unused NpcAnimation visibilityFlags

c++11
scrawl 10 years ago
parent d5b73f2a55
commit d7695f2560

@ -158,7 +158,7 @@ namespace MWRender
delete mAnimation;
mAnimation = NULL;
mAnimation = new NpcAnimation(mCharacter, mNode, mResourceSystem, 0, true, true,
mAnimation = new NpcAnimation(mCharacter, mNode, mResourceSystem, true, true,
(renderHeadOnly() ? NpcAnimation::VM_HeadOnly : NpcAnimation::VM_Normal));
onSetup();

@ -270,7 +270,7 @@ NpcAnimation::~NpcAnimation()
mPtr.getClass().getInventoryStore(mPtr).setListener(NULL, mPtr);
}
NpcAnimation::NpcAnimation(const MWWorld::Ptr& ptr, osg::ref_ptr<osg::Group> parentNode, Resource::ResourceSystem* resourceSystem, int visibilityFlags, bool disableListener, bool disableSounds, ViewMode viewMode)
NpcAnimation::NpcAnimation(const MWWorld::Ptr& ptr, osg::ref_ptr<osg::Group> parentNode, Resource::ResourceSystem* resourceSystem, bool disableListener, bool disableSounds, ViewMode viewMode)
: Animation(ptr, parentNode, resourceSystem),
mListenerDisabled(disableListener),
mViewMode(viewMode),

@ -90,8 +90,6 @@ protected:
public:
/**
* @param ptr
* @param node
* @param visibilityFlags
* @param disableListener Don't listen for equipment changes and magic effects. InventoryStore only supports
* one listener at a time, so you shouldn't do this if creating several NpcAnimations
* for the same Ptr, eg preview dolls for the player.
@ -99,8 +97,7 @@ public:
* @param disableSounds Same as \a disableListener but for playing items sounds
* @param viewMode
*/
NpcAnimation(const MWWorld::Ptr& ptr, osg::ref_ptr<osg::Group> parentNode, Resource::ResourceSystem* resourceSystem,
int visibilityFlags, bool disableListener = false,
NpcAnimation(const MWWorld::Ptr& ptr, osg::ref_ptr<osg::Group> parentNode, Resource::ResourceSystem* resourceSystem, bool disableListener = false,
bool disableSounds = false, ViewMode viewMode=VM_Normal);
virtual ~NpcAnimation();

@ -156,7 +156,7 @@ void Objects::insertNPC(const MWWorld::Ptr &ptr)
insertBegin(ptr);
ptr.getRefData().getBaseNode()->setNodeMask(Mask_Actor);
std::auto_ptr<NpcAnimation> anim (new NpcAnimation(ptr, osg::ref_ptr<osg::Group>(ptr.getRefData().getBaseNode()), mResourceSystem, 0));
std::auto_ptr<NpcAnimation> anim (new NpcAnimation(ptr, osg::ref_ptr<osg::Group>(ptr.getRefData().getBaseNode()), mResourceSystem));
mObjects.insert(std::make_pair(ptr, anim.release()));
}

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