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	Remove unused parameters
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					 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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        }
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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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			@ -348,7 +348,7 @@ namespace MWMechanics
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        storage.setState(AiWanderStorage::Wander_IdleNow);
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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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        switch (storage.mState)
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        {
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			@ -357,7 +357,7 @@ namespace MWMechanics
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                break;
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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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            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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    void AiWander::onWalkingStatePerFrameActions(const MWWorld::Ptr& actor,
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        float duration, AiWanderStorage& storage, ESM::Position& pos)
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    void AiWander::onWalkingStatePerFrameActions(const MWWorld::Ptr& actor, float duration, AiWanderStorage& storage)
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    {
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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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			@ -140,9 +140,9 @@ namespace MWMechanics
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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 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 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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            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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