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Split functions to remove redundant clearPath argument
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parent
b8513e0318
commit
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2 changed files with 11 additions and 9 deletions
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@ -89,6 +89,11 @@ namespace MWMechanics
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const auto maxHalfExtent = std::max(halfExtents.x(), std::max(halfExtents.y(), halfExtents.z()));
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const auto maxHalfExtent = std::max(halfExtents.x(), std::max(halfExtents.y(), halfExtents.z()));
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return world->isAreaOccupiedByOtherActor(destination, 2 * maxHalfExtent, actor);
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return world->isAreaOccupiedByOtherActor(destination, 2 * maxHalfExtent, actor);
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}
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}
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void stopMovement(const MWWorld::Ptr& actor)
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{
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actor.getClass().getMovementSettings(actor).mPosition[1] = 0;
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}
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}
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}
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AiWander::AiWander(int distance, int duration, int timeOfDay, const std::vector<unsigned char>& idle, bool repeat):
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AiWander::AiWander(int distance, int duration, int timeOfDay, const std::vector<unsigned char>& idle, bool repeat):
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@ -206,7 +211,7 @@ namespace MWMechanics
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{
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{
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if (storage.mState == AiWanderStorage::Wander_Walking)
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if (storage.mState == AiWanderStorage::Wander_Walking)
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{
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{
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stopWalking(actor, false);
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stopMovement(actor);
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mObstacleCheck.clear();
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mObstacleCheck.clear();
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storage.setState(AiWanderStorage::Wander_IdleNow);
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storage.setState(AiWanderStorage::Wander_IdleNow);
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}
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}
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@ -609,14 +614,11 @@ namespace MWMechanics
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return TypeIdWander;
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return TypeIdWander;
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}
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}
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void AiWander::stopWalking(const MWWorld::Ptr& actor, bool clearPath)
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void AiWander::stopWalking(const MWWorld::Ptr& actor)
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{
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{
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if (clearPath)
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mPathFinder.clearPath();
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{
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mHasDestination = false;
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mPathFinder.clearPath();
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stopMovement(actor);
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mHasDestination = false;
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}
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actor.getClass().getMovementSettings(actor).mPosition[1] = 0;
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}
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}
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bool AiWander::playIdle(const MWWorld::Ptr& actor, unsigned short idleSelect)
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bool AiWander::playIdle(const MWWorld::Ptr& actor, unsigned short idleSelect)
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@ -118,7 +118,7 @@ namespace MWMechanics
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private:
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private:
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// NOTE: mDistance and mDuration must be set already
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// NOTE: mDistance and mDuration must be set already
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void init();
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void init();
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void stopWalking(const MWWorld::Ptr& actor, bool clearPath = true);
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void stopWalking(const MWWorld::Ptr& actor);
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/// Have the given actor play an idle animation
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/// Have the given actor play an idle animation
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/// @return Success or error
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/// @return Success or error
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