diff --git a/apps/openmw/mwrender/npcanimation.cpp b/apps/openmw/mwrender/npcanimation.cpp index e94c25e58..64cc6d26c 100644 --- a/apps/openmw/mwrender/npcanimation.cpp +++ b/apps/openmw/mwrender/npcanimation.cpp @@ -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" diff --git a/apps/openmw/mwrender/npcanimation.hpp b/apps/openmw/mwrender/npcanimation.hpp index baf9c8c24..9134f8f5f 100644 --- a/apps/openmw/mwrender/npcanimation.hpp +++ b/apps/openmw/mwrender/npcanimation.hpp @@ -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 PartBoneMap; diff --git a/apps/openmw/mwworld/inventorystore.cpp b/apps/openmw/mwworld/inventorystore.cpp index 326e96bb3..2c25029da 100644 --- a/apps/openmw/mwworld/inventorystore.cpp +++ b/apps/openmw/mwworld/inventorystore.cpp @@ -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) diff --git a/apps/openmw/mwworld/inventorystore.hpp b/apps/openmw/mwworld/inventorystore.hpp index 2d7c9f6e9..152176fbe 100644 --- a/apps/openmw/mwworld/inventorystore.hpp +++ b/apps/openmw/mwworld/inventorystore.hpp @@ -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) {} };