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Remove unused NpcAnimation visibilityFlags
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parent
d5b73f2a55
commit
d7695f2560
4 changed files with 4 additions and 7 deletions
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@ -158,7 +158,7 @@ namespace MWRender
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delete mAnimation;
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mAnimation = NULL;
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mAnimation = new NpcAnimation(mCharacter, mNode, mResourceSystem, 0, true, true,
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mAnimation = new NpcAnimation(mCharacter, mNode, mResourceSystem, true, true,
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(renderHeadOnly() ? NpcAnimation::VM_HeadOnly : NpcAnimation::VM_Normal));
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onSetup();
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@ -270,7 +270,7 @@ NpcAnimation::~NpcAnimation()
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mPtr.getClass().getInventoryStore(mPtr).setListener(NULL, mPtr);
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}
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NpcAnimation::NpcAnimation(const MWWorld::Ptr& ptr, osg::ref_ptr<osg::Group> parentNode, Resource::ResourceSystem* resourceSystem, int visibilityFlags, bool disableListener, bool disableSounds, ViewMode viewMode)
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NpcAnimation::NpcAnimation(const MWWorld::Ptr& ptr, osg::ref_ptr<osg::Group> parentNode, Resource::ResourceSystem* resourceSystem, bool disableListener, bool disableSounds, ViewMode viewMode)
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: Animation(ptr, parentNode, resourceSystem),
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mListenerDisabled(disableListener),
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mViewMode(viewMode),
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@ -90,8 +90,6 @@ protected:
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public:
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/**
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* @param ptr
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* @param node
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* @param visibilityFlags
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* @param disableListener Don't listen for equipment changes and magic effects. InventoryStore only supports
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* one listener at a time, so you shouldn't do this if creating several NpcAnimations
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* for the same Ptr, eg preview dolls for the player.
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@ -99,8 +97,7 @@ public:
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* @param disableSounds Same as \a disableListener but for playing items sounds
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* @param viewMode
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*/
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NpcAnimation(const MWWorld::Ptr& ptr, osg::ref_ptr<osg::Group> parentNode, Resource::ResourceSystem* resourceSystem,
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int visibilityFlags, bool disableListener = false,
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NpcAnimation(const MWWorld::Ptr& ptr, osg::ref_ptr<osg::Group> parentNode, Resource::ResourceSystem* resourceSystem, bool disableListener = false,
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bool disableSounds = false, ViewMode viewMode=VM_Normal);
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virtual ~NpcAnimation();
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@ -156,7 +156,7 @@ void Objects::insertNPC(const MWWorld::Ptr &ptr)
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insertBegin(ptr);
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ptr.getRefData().getBaseNode()->setNodeMask(Mask_Actor);
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std::auto_ptr<NpcAnimation> anim (new NpcAnimation(ptr, osg::ref_ptr<osg::Group>(ptr.getRefData().getBaseNode()), mResourceSystem, 0));
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std::auto_ptr<NpcAnimation> anim (new NpcAnimation(ptr, osg::ref_ptr<osg::Group>(ptr.getRefData().getBaseNode()), mResourceSystem));
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mObjects.insert(std::make_pair(ptr, anim.release()));
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}
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