From b8513e03181c319b05edfe1bf130dc919b137d76 Mon Sep 17 00:00:00 2001 From: elsid Date: Sat, 16 May 2020 14:53:42 +0200 Subject: [PATCH] Remove unused arguments --- apps/openmw/mwmechanics/aiwander.cpp | 20 ++++++++++---------- apps/openmw/mwmechanics/aiwander.hpp | 4 ++-- 2 files changed, 12 insertions(+), 12 deletions(-) diff --git a/apps/openmw/mwmechanics/aiwander.cpp b/apps/openmw/mwmechanics/aiwander.cpp index 53e80f54e6..8b90eb1d7e 100644 --- a/apps/openmw/mwmechanics/aiwander.cpp +++ b/apps/openmw/mwmechanics/aiwander.cpp @@ -165,7 +165,7 @@ namespace MWMechanics * actors will enter combat (i.e. no longer wandering) and different pathfinding * will kick in. */ - bool AiWander::execute (const MWWorld::Ptr& actor, CharacterController& characterController, AiState& state, float duration) + bool AiWander::execute (const MWWorld::Ptr& actor, CharacterController& /*characterController*/, AiState& state, float duration) { MWMechanics::CreatureStats& cStats = actor.getClass().getCreatureStats(actor); if (cStats.isDead() || cStats.getHealth().getCurrent() <= 0) @@ -206,7 +206,7 @@ namespace MWMechanics { if (storage.mState == AiWanderStorage::Wander_Walking) { - stopWalking(actor, storage, false); + stopWalking(actor, false); mObstacleCheck.clear(); storage.setState(AiWanderStorage::Wander_IdleNow); } @@ -230,7 +230,7 @@ namespace MWMechanics if (mDistance <= 0) storage.mCanWanderAlongPathGrid = false; - if (isPackageCompleted(actor, storage)) + if (isPackageCompleted(actor)) { // Reset package so it can be used again mRemainingDuration=mDuration; @@ -315,14 +315,14 @@ namespace MWMechanics return actor.getRefData().getPosition().asVec3(); } - bool AiWander::isPackageCompleted(const MWWorld::Ptr& actor, AiWanderStorage& storage) + bool AiWander::isPackageCompleted(const MWWorld::Ptr& actor) { if (mDuration) { // End package if duration is complete if (mRemainingDuration <= 0) { - stopWalking(actor, storage); + stopWalking(actor); return true; } } @@ -395,7 +395,7 @@ namespace MWMechanics } void AiWander::completeManualWalking(const MWWorld::Ptr &actor, AiWanderStorage &storage) { - stopWalking(actor, storage); + stopWalking(actor); mObstacleCheck.clear(); storage.setState(AiWanderStorage::Wander_IdleNow); } @@ -460,7 +460,7 @@ namespace MWMechanics // Is there no destination or are we there yet? if ((!mPathFinder.isPathConstructed()) || pathTo(actor, osg::Vec3f(mPathFinder.getPath().back()), duration, DESTINATION_TOLERANCE)) { - stopWalking(actor, storage); + stopWalking(actor); storage.setState(AiWanderStorage::Wander_ChooseAction); } else @@ -518,7 +518,7 @@ namespace MWMechanics storage.mTrimCurrentNode = true; trimAllowedNodes(storage.mAllowedNodes, mPathFinder); mObstacleCheck.clear(); - stopWalking(actor, storage); + stopWalking(actor); storage.setState(AiWanderStorage::Wander_MoveNow); } @@ -529,7 +529,7 @@ namespace MWMechanics if (storage.mStuckCount >= getCountBeforeReset(actor)) // something has gone wrong, reset { mObstacleCheck.clear(); - stopWalking(actor, storage); + stopWalking(actor); storage.setState(AiWanderStorage::Wander_ChooseAction); storage.mStuckCount = 0; } @@ -609,7 +609,7 @@ namespace MWMechanics return TypeIdWander; } - void AiWander::stopWalking(const MWWorld::Ptr& actor, AiWanderStorage& storage, bool clearPath) + void AiWander::stopWalking(const MWWorld::Ptr& actor, bool clearPath) { if (clearPath) { diff --git a/apps/openmw/mwmechanics/aiwander.hpp b/apps/openmw/mwmechanics/aiwander.hpp index 376be3a251..405799c1fc 100644 --- a/apps/openmw/mwmechanics/aiwander.hpp +++ b/apps/openmw/mwmechanics/aiwander.hpp @@ -118,7 +118,7 @@ namespace MWMechanics private: // NOTE: mDistance and mDuration must be set already void init(); - void stopWalking(const MWWorld::Ptr& actor, AiWanderStorage& storage, bool clearPath = true); + void stopWalking(const MWWorld::Ptr& actor, bool clearPath = true); /// Have the given actor play an idle animation /// @return Success or error @@ -133,7 +133,7 @@ namespace MWMechanics void onWalkingStatePerFrameActions(const MWWorld::Ptr& actor, float duration, AiWanderStorage& storage); void onChooseActionStatePerFrameActions(const MWWorld::Ptr& actor, AiWanderStorage& storage); bool reactionTimeActions(const MWWorld::Ptr& actor, AiWanderStorage& storage, ESM::Position& pos); - bool isPackageCompleted(const MWWorld::Ptr& actor, AiWanderStorage& storage); + bool isPackageCompleted(const MWWorld::Ptr& actor); void wanderNearStart(const MWWorld::Ptr &actor, AiWanderStorage &storage, int wanderDistance); bool destinationIsAtWater(const MWWorld::Ptr &actor, const osg::Vec3f& destination); void completeManualWalking(const MWWorld::Ptr &actor, AiWanderStorage &storage);