Remove no longer used parameter

coverity_scan^2
Allofich 8 years ago
parent 7eb62b5d3a
commit 5aad1d81f4

@ -970,12 +970,12 @@ Resource::ResourceSystem* NpcAnimation::getResourceSystem()
return mResourceSystem;
}
void NpcAnimation::permanentEffectAdded(const ESM::MagicEffect *magicEffect, bool isNew, bool playSound)
void NpcAnimation::permanentEffectAdded(const ESM::MagicEffect *magicEffect, bool isNew)
{
// During first auto equip, we don't play any sounds.
// Basically we don't want sounds when the actor is first loaded,
// the items should appear as if they'd always been equipped.
if (playSound)
if (isNew)
{
static const std::string schools[] = {
"alteration", "conjuration", "destruction", "illusion", "mysticism", "restoration"

@ -23,7 +23,7 @@ class NpcAnimation : public Animation, public WeaponAnimation, public MWWorld::I
{
public:
virtual void equipmentChanged();
virtual void permanentEffectAdded(const ESM::MagicEffect *magicEffect, bool isNew, bool playSound);
virtual void permanentEffectAdded(const ESM::MagicEffect *magicEffect, bool isNew);
public:
typedef std::map<ESM::PartReferenceType,std::string> PartBoneMap;

@ -414,8 +414,7 @@ void MWWorld::InventoryStore::updateMagicEffects(const Ptr& actor)
// During first auto equip, we don't play any sounds.
// Basically we don't want sounds when the actor is first loaded,
// the items should appear as if they'd always been equipped.
mListener->permanentEffectAdded(magicEffect, !mFirstAutoEquip,
!mFirstAutoEquip);
mListener->permanentEffectAdded(magicEffect, !mFirstAutoEquip);
}
if (magnitude)

@ -32,7 +32,7 @@ namespace MWWorld
* If it isn't new, non-looping VFX should not be played.
* @param playSound Play effect sound?
*/
virtual void permanentEffectAdded (const ESM::MagicEffect *magicEffect, bool isNew, bool playSound) {}
virtual void permanentEffectAdded (const ESM::MagicEffect *magicEffect, bool isNew) {}
};

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