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Remove unused parameters

This commit is contained in:
elsid 2018-08-18 18:48:34 +03:00
parent 66e5a4d591
commit eb10add0c4
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GPG key ID: B845CB9FEE18AB40
2 changed files with 6 additions and 7 deletions

View file

@ -158,7 +158,7 @@ namespace MWMechanics
storage.setState(AiWanderStorage::Wander_Walking); storage.setState(AiWanderStorage::Wander_Walking);
} }
doPerFrameActionsForState(actor, duration, storage, pos); doPerFrameActionsForState(actor, duration, storage);
playIdleDialogueRandomly(actor); playIdleDialogueRandomly(actor);
@ -348,7 +348,7 @@ namespace MWMechanics
storage.setState(AiWanderStorage::Wander_IdleNow); storage.setState(AiWanderStorage::Wander_IdleNow);
} }
void AiWander::doPerFrameActionsForState(const MWWorld::Ptr& actor, float duration, AiWanderStorage& storage, ESM::Position& pos) void AiWander::doPerFrameActionsForState(const MWWorld::Ptr& actor, float duration, AiWanderStorage& storage)
{ {
switch (storage.mState) switch (storage.mState)
{ {
@ -357,7 +357,7 @@ namespace MWMechanics
break; break;
case AiWanderStorage::Wander_Walking: case AiWanderStorage::Wander_Walking:
onWalkingStatePerFrameActions(actor, duration, storage, pos); onWalkingStatePerFrameActions(actor, duration, storage);
break; break;
case AiWanderStorage::Wander_ChooseAction: case AiWanderStorage::Wander_ChooseAction:
@ -413,8 +413,7 @@ namespace MWMechanics
} }
} }
void AiWander::onWalkingStatePerFrameActions(const MWWorld::Ptr& actor, void AiWander::onWalkingStatePerFrameActions(const MWWorld::Ptr& actor, float duration, AiWanderStorage& storage)
float duration, AiWanderStorage& storage, ESM::Position& pos)
{ {
// Is there no destination or are we there yet? // Is there no destination or are we there yet?
if ((!mPathFinder.isPathConstructed()) || pathTo(actor, osg::Vec3f(mPathFinder.getPath().back()), duration, DESTINATION_TOLERANCE)) if ((!mPathFinder.isPathConstructed()) || pathTo(actor, osg::Vec3f(mPathFinder.getPath().back()), duration, DESTINATION_TOLERANCE))

View file

@ -140,9 +140,9 @@ namespace MWMechanics
void evadeObstacles(const MWWorld::Ptr& actor, AiWanderStorage& storage); void evadeObstacles(const MWWorld::Ptr& actor, AiWanderStorage& storage);
void playIdleDialogueRandomly(const MWWorld::Ptr& actor); void playIdleDialogueRandomly(const MWWorld::Ptr& actor);
void turnActorToFacePlayer(const osg::Vec3f& actorPosition, const osg::Vec3f& playerPosition, AiWanderStorage& storage); void turnActorToFacePlayer(const osg::Vec3f& actorPosition, const osg::Vec3f& playerPosition, AiWanderStorage& storage);
void doPerFrameActionsForState(const MWWorld::Ptr& actor, float duration, AiWanderStorage& storage, ESM::Position& pos); void doPerFrameActionsForState(const MWWorld::Ptr& actor, float duration, AiWanderStorage& storage);
void onIdleStatePerFrameActions(const MWWorld::Ptr& actor, float duration, AiWanderStorage& storage); void onIdleStatePerFrameActions(const MWWorld::Ptr& actor, float duration, AiWanderStorage& storage);
void onWalkingStatePerFrameActions(const MWWorld::Ptr& actor, float duration, AiWanderStorage& storage, ESM::Position& pos); void onWalkingStatePerFrameActions(const MWWorld::Ptr& actor, float duration, AiWanderStorage& storage);
void onChooseActionStatePerFrameActions(const MWWorld::Ptr& actor, AiWanderStorage& storage); void onChooseActionStatePerFrameActions(const MWWorld::Ptr& actor, AiWanderStorage& storage);
bool reactionTimeActions(const MWWorld::Ptr& actor, AiWanderStorage& storage, bool reactionTimeActions(const MWWorld::Ptr& actor, AiWanderStorage& storage,
const MWWorld::CellStore*& currentCell, bool cellChange, ESM::Position& pos); const MWWorld::CellStore*& currentCell, bool cellChange, ESM::Position& pos);