diff --git a/apps/openmw/mwmechanics/actors.cpp b/apps/openmw/mwmechanics/actors.cpp index 129dda8c19..06f536a177 100644 --- a/apps/openmw/mwmechanics/actors.cpp +++ b/apps/openmw/mwmechanics/actors.cpp @@ -251,9 +251,8 @@ namespace MWMechanics calculateRestoration(ptr, duration); } - void Actors::updateHeadTracking(const MWWorld::Ptr& actor, const MWWorld::Ptr& targetActor, - MWWorld::Ptr& headTrackTarget, float& sqrHeadTrackDistance, - bool inCombatOrPursue) + static void updateHeadTracking(const MWWorld::Ptr& actor, const MWWorld::Ptr& targetActor, + MWWorld::Ptr& headTrackTarget, float& sqrHeadTrackDistance, bool inCombatOrPursue) { const auto& actorRefData = actor.getRefData(); if (!actorRefData.getBaseNode()) diff --git a/apps/openmw/mwmechanics/actors.hpp b/apps/openmw/mwmechanics/actors.hpp index ff9face4f3..999063c61d 100644 --- a/apps/openmw/mwmechanics/actors.hpp +++ b/apps/openmw/mwmechanics/actors.hpp @@ -98,10 +98,6 @@ namespace MWMechanics void updateGreetingState(const MWWorld::Ptr& actor, Actor& actorState, bool turnOnly); void turnActorToFacePlayer(const MWWorld::Ptr& actor, Actor& actorState, const osg::Vec3f& dir); - void updateHeadTracking(const MWWorld::Ptr& actor, const MWWorld::Ptr& targetActor, - MWWorld::Ptr& headTrackTarget, float& sqrHeadTrackDistance, - bool inCombatOrPursue); - void rest(double hours, bool sleep); ///< Update actors while the player is waiting or sleeping.