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Remove unused arguments from preload functions
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7290ce81c0
commit
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2 changed files with 9 additions and 13 deletions
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@ -1101,18 +1101,17 @@ namespace MWWorld
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if (mPreloadEnabled)
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{
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if (mPreloadDoors)
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preloadTeleportDoorDestinations(playerPos, predictedPos, exteriorPositions);
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preloadTeleportDoorDestinations(playerPos, predictedPos);
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if (mPreloadExteriorGrid)
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preloadExteriorGrid(playerPos, predictedPos);
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if (mPreloadFastTravel)
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preloadFastTravelDestinations(playerPos, predictedPos, exteriorPositions);
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preloadFastTravelDestinations(playerPos, exteriorPositions);
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}
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mPreloader->setTerrainPreloadPositions(exteriorPositions);
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}
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void Scene::preloadTeleportDoorDestinations(
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const osg::Vec3f& playerPos, const osg::Vec3f& predictedPos, std::vector<PositionCellGrid>& exteriorPositions)
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void Scene::preloadTeleportDoorDestinations(const osg::Vec3f& playerPos, const osg::Vec3f& predictedPos)
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{
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std::vector<MWWorld::ConstPtr> teleportDoors;
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for (const MWWorld::CellStore* cellStore : mActiveCells)
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@ -1281,12 +1280,10 @@ namespace MWWorld
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std::vector<ESM::Transport::Dest> mList;
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};
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void Scene::preloadFastTravelDestinations(const osg::Vec3f& playerPos, const osg::Vec3f& /*predictedPos*/,
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std::vector<PositionCellGrid>& exteriorPositions) // ignore predictedPos here since opening dialogue with
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// travel service takes extra time
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void Scene::preloadFastTravelDestinations(
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const osg::Vec3f& playerPos, std::vector<PositionCellGrid>& exteriorPositions)
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{
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const MWWorld::ConstPtr player = mWorld.getPlayerPtr();
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ListFastTravelDestinationsVisitor listVisitor(mPreloadDistance, player.getRefData().getPosition().asVec3());
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ListFastTravelDestinationsVisitor listVisitor(mPreloadDistance, playerPos);
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ESM::RefId extWorldspace = mWorld.getCurrentWorldspace();
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for (MWWorld::CellStore* cellStore : mActiveCells)
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{
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@ -124,11 +124,10 @@ namespace MWWorld
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void requestChangeCellGrid(const osg::Vec3f& position, const osg::Vec2i& cell, bool changeEvent = true);
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void preloadCells(float dt);
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void preloadTeleportDoorDestinations(const osg::Vec3f& playerPos, const osg::Vec3f& predictedPos,
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std::vector<PositionCellGrid>& exteriorPositions);
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void preloadTeleportDoorDestinations(const osg::Vec3f& playerPos, const osg::Vec3f& predictedPos);
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void preloadExteriorGrid(const osg::Vec3f& playerPos, const osg::Vec3f& predictedPos);
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void preloadFastTravelDestinations(const osg::Vec3f& playerPos, const osg::Vec3f& predictedPos,
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std::vector<PositionCellGrid>& exteriorPositions);
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void preloadFastTravelDestinations(
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const osg::Vec3f& playerPos, std::vector<PositionCellGrid>& exteriorPositions);
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osg::Vec4i gridCenterToBounds(const osg::Vec2i& centerCell) const;
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osg::Vec2i getNewGridCenter(const osg::Vec3f& pos, const osg::Vec2i* currentGridCenter = nullptr) const;
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