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Merge branch 'unused_param' into 'master'

Remove never used parameter from CharacterController::update()

See merge request OpenMW/openmw!523
This commit is contained in:
Evil Eye 2021-01-10 10:58:28 +00:00
commit e737bd00fa
2 changed files with 7 additions and 8 deletions

View file

@ -1898,7 +1898,7 @@ void CharacterController::updateAnimQueue()
mAnimation->setLoopingEnabled(mAnimQueue.front().mGroup, mAnimQueue.size() <= 1); mAnimation->setLoopingEnabled(mAnimQueue.front().mGroup, mAnimQueue.size() <= 1);
} }
void CharacterController::update(float duration, bool animationOnly) void CharacterController::update(float duration)
{ {
MWBase::World *world = MWBase::Environment::get().getWorld(); MWBase::World *world = MWBase::Environment::get().getWorld();
const MWWorld::Class &cls = mPtr.getClass(); const MWWorld::Class &cls = mPtr.getClass();
@ -2386,10 +2386,10 @@ void CharacterController::update(float duration, bool animationOnly)
world->rotateObject(mPtr, rot.x(), rot.y(), 0.0f, true); world->rotateObject(mPtr, rot.x(), rot.y(), 0.0f, true);
} }
if (!animationOnly && !mMovementAnimationControlled) if (!mMovementAnimationControlled)
world->queueMovement(mPtr, vec); world->queueMovement(mPtr, vec);
} }
else if (!animationOnly) else
// We must always queue movement, even if there is none, to apply gravity. // We must always queue movement, even if there is none, to apply gravity.
world->queueMovement(mPtr, osg::Vec3f(0.f, 0.f, 0.f)); world->queueMovement(mPtr, osg::Vec3f(0.f, 0.f, 0.f));
@ -2414,7 +2414,6 @@ void CharacterController::update(float duration, bool animationOnly)
playDeath(1.f, mDeathState); playDeath(1.f, mDeathState);
} }
// We must always queue movement, even if there is none, to apply gravity. // We must always queue movement, even if there is none, to apply gravity.
if (!animationOnly)
world->queueMovement(mPtr, osg::Vec3f(0.f, 0.f, 0.f)); world->queueMovement(mPtr, osg::Vec3f(0.f, 0.f, 0.f));
} }
@ -2455,7 +2454,7 @@ void CharacterController::update(float duration, bool animationOnly)
} }
// Update movement // Update movement
if(!animationOnly && mMovementAnimationControlled && mPtr.getClass().isActor()) if(mMovementAnimationControlled && mPtr.getClass().isActor())
world->queueMovement(mPtr, moved); world->queueMovement(mPtr, moved);
mSkipAnim = false; mSkipAnim = false;

View file

@ -248,7 +248,7 @@ public:
void updatePtr(const MWWorld::Ptr &ptr); void updatePtr(const MWWorld::Ptr &ptr);
void update(float duration, bool animationOnly=false); void update(float duration);
bool onOpen(); bool onOpen();
void onClose(); void onClose();