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https://github.com/OpenMW/openmw.git
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Remove unused parameters
This commit is contained in:
parent
66e5a4d591
commit
eb10add0c4
2 changed files with 6 additions and 7 deletions
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@ -158,7 +158,7 @@ namespace MWMechanics
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storage.setState(AiWanderStorage::Wander_Walking);
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storage.setState(AiWanderStorage::Wander_Walking);
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}
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}
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doPerFrameActionsForState(actor, duration, storage, pos);
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doPerFrameActionsForState(actor, duration, storage);
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playIdleDialogueRandomly(actor);
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playIdleDialogueRandomly(actor);
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@ -348,7 +348,7 @@ namespace MWMechanics
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storage.setState(AiWanderStorage::Wander_IdleNow);
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storage.setState(AiWanderStorage::Wander_IdleNow);
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}
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}
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void AiWander::doPerFrameActionsForState(const MWWorld::Ptr& actor, float duration, AiWanderStorage& storage, ESM::Position& pos)
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void AiWander::doPerFrameActionsForState(const MWWorld::Ptr& actor, float duration, AiWanderStorage& storage)
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{
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{
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switch (storage.mState)
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switch (storage.mState)
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{
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{
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@ -357,7 +357,7 @@ namespace MWMechanics
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break;
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break;
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case AiWanderStorage::Wander_Walking:
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case AiWanderStorage::Wander_Walking:
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onWalkingStatePerFrameActions(actor, duration, storage, pos);
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onWalkingStatePerFrameActions(actor, duration, storage);
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break;
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break;
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case AiWanderStorage::Wander_ChooseAction:
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case AiWanderStorage::Wander_ChooseAction:
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@ -413,8 +413,7 @@ namespace MWMechanics
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}
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}
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}
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}
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void AiWander::onWalkingStatePerFrameActions(const MWWorld::Ptr& actor,
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void AiWander::onWalkingStatePerFrameActions(const MWWorld::Ptr& actor, float duration, AiWanderStorage& storage)
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float duration, AiWanderStorage& storage, ESM::Position& pos)
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{
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{
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// Is there no destination or are we there yet?
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// Is there no destination or are we there yet?
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if ((!mPathFinder.isPathConstructed()) || pathTo(actor, osg::Vec3f(mPathFinder.getPath().back()), duration, DESTINATION_TOLERANCE))
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if ((!mPathFinder.isPathConstructed()) || pathTo(actor, osg::Vec3f(mPathFinder.getPath().back()), duration, DESTINATION_TOLERANCE))
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@ -140,9 +140,9 @@ namespace MWMechanics
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void evadeObstacles(const MWWorld::Ptr& actor, AiWanderStorage& storage);
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void evadeObstacles(const MWWorld::Ptr& actor, AiWanderStorage& storage);
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void playIdleDialogueRandomly(const MWWorld::Ptr& actor);
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void playIdleDialogueRandomly(const MWWorld::Ptr& actor);
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void turnActorToFacePlayer(const osg::Vec3f& actorPosition, const osg::Vec3f& playerPosition, AiWanderStorage& storage);
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void turnActorToFacePlayer(const osg::Vec3f& actorPosition, const osg::Vec3f& playerPosition, AiWanderStorage& storage);
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void doPerFrameActionsForState(const MWWorld::Ptr& actor, float duration, AiWanderStorage& storage, ESM::Position& pos);
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void doPerFrameActionsForState(const MWWorld::Ptr& actor, float duration, AiWanderStorage& storage);
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void onIdleStatePerFrameActions(const MWWorld::Ptr& actor, float duration, AiWanderStorage& storage);
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void onIdleStatePerFrameActions(const MWWorld::Ptr& actor, float duration, AiWanderStorage& storage);
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void onWalkingStatePerFrameActions(const MWWorld::Ptr& actor, float duration, AiWanderStorage& storage, ESM::Position& pos);
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void onWalkingStatePerFrameActions(const MWWorld::Ptr& actor, float duration, AiWanderStorage& storage);
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void onChooseActionStatePerFrameActions(const MWWorld::Ptr& actor, AiWanderStorage& storage);
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void onChooseActionStatePerFrameActions(const MWWorld::Ptr& actor, AiWanderStorage& storage);
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bool reactionTimeActions(const MWWorld::Ptr& actor, AiWanderStorage& storage,
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bool reactionTimeActions(const MWWorld::Ptr& actor, AiWanderStorage& storage,
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const MWWorld::CellStore*& currentCell, bool cellChange, ESM::Position& pos);
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const MWWorld::CellStore*& currentCell, bool cellChange, ESM::Position& pos);
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