Remove unused arguments from preload functions

esm4-texture
elsid 8 months ago
parent 7290ce81c0
commit 6f70350f2f
No known key found for this signature in database
GPG Key ID: 4DE04C198CBA7625

@ -1101,18 +1101,17 @@ namespace MWWorld
if (mPreloadEnabled)
{
if (mPreloadDoors)
preloadTeleportDoorDestinations(playerPos, predictedPos, exteriorPositions);
preloadTeleportDoorDestinations(playerPos, predictedPos);
if (mPreloadExteriorGrid)
preloadExteriorGrid(playerPos, predictedPos);
if (mPreloadFastTravel)
preloadFastTravelDestinations(playerPos, predictedPos, exteriorPositions);
preloadFastTravelDestinations(playerPos, exteriorPositions);
}
mPreloader->setTerrainPreloadPositions(exteriorPositions);
}
void Scene::preloadTeleportDoorDestinations(
const osg::Vec3f& playerPos, const osg::Vec3f& predictedPos, std::vector<PositionCellGrid>& exteriorPositions)
void Scene::preloadTeleportDoorDestinations(const osg::Vec3f& playerPos, const osg::Vec3f& predictedPos)
{
std::vector<MWWorld::ConstPtr> teleportDoors;
for (const MWWorld::CellStore* cellStore : mActiveCells)
@ -1281,12 +1280,10 @@ namespace MWWorld
std::vector<ESM::Transport::Dest> mList;
};
void Scene::preloadFastTravelDestinations(const osg::Vec3f& playerPos, const osg::Vec3f& /*predictedPos*/,
std::vector<PositionCellGrid>& exteriorPositions) // ignore predictedPos here since opening dialogue with
// travel service takes extra time
void Scene::preloadFastTravelDestinations(
const osg::Vec3f& playerPos, std::vector<PositionCellGrid>& exteriorPositions)
{
const MWWorld::ConstPtr player = mWorld.getPlayerPtr();
ListFastTravelDestinationsVisitor listVisitor(mPreloadDistance, player.getRefData().getPosition().asVec3());
ListFastTravelDestinationsVisitor listVisitor(mPreloadDistance, playerPos);
ESM::RefId extWorldspace = mWorld.getCurrentWorldspace();
for (MWWorld::CellStore* cellStore : mActiveCells)
{

@ -124,11 +124,10 @@ namespace MWWorld
void requestChangeCellGrid(const osg::Vec3f& position, const osg::Vec2i& cell, bool changeEvent = true);
void preloadCells(float dt);
void preloadTeleportDoorDestinations(const osg::Vec3f& playerPos, const osg::Vec3f& predictedPos,
std::vector<PositionCellGrid>& exteriorPositions);
void preloadTeleportDoorDestinations(const osg::Vec3f& playerPos, const osg::Vec3f& predictedPos);
void preloadExteriorGrid(const osg::Vec3f& playerPos, const osg::Vec3f& predictedPos);
void preloadFastTravelDestinations(const osg::Vec3f& playerPos, const osg::Vec3f& predictedPos,
std::vector<PositionCellGrid>& exteriorPositions);
void preloadFastTravelDestinations(
const osg::Vec3f& playerPos, std::vector<PositionCellGrid>& exteriorPositions);
osg::Vec4i gridCenterToBounds(const osg::Vec2i& centerCell) const;
osg::Vec2i getNewGridCenter(const osg::Vec3f& pos, const osg::Vec2i* currentGridCenter = nullptr) const;

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