diff --git a/apps/openmw/mwmechanics/obstacle.cpp b/apps/openmw/mwmechanics/obstacle.cpp index 3d8fe7919c..c8b548bad9 100644 --- a/apps/openmw/mwmechanics/obstacle.cpp +++ b/apps/openmw/mwmechanics/obstacle.cpp @@ -121,13 +121,13 @@ namespace MWMechanics * u = how long to move sideways * */ - void ObstacleCheck::update(const MWWorld::Ptr& actor, float duration, float scaleMinimumDistance) + void ObstacleCheck::update(const MWWorld::Ptr& actor, float duration) { const MWWorld::Class& cls = actor.getClass(); ESM::Position pos = actor.getRefData().getPosition(); if(mDistSameSpot == -1) - mDistSameSpot = DIST_SAME_SPOT * cls.getSpeed(actor) * scaleMinimumDistance; + mDistSameSpot = DIST_SAME_SPOT * cls.getSpeed(actor); float distSameSpot = mDistSameSpot * duration; diff --git a/apps/openmw/mwmechanics/obstacle.hpp b/apps/openmw/mwmechanics/obstacle.hpp index d7e582f8c5..46c1bc83de 100644 --- a/apps/openmw/mwmechanics/obstacle.hpp +++ b/apps/openmw/mwmechanics/obstacle.hpp @@ -30,7 +30,7 @@ namespace MWMechanics bool isEvading() const; // Updates internal state, call each frame for moving actor - void update(const MWWorld::Ptr& actor, float duration, float scaleMinimumDistance = 1.0f); + void update(const MWWorld::Ptr& actor, float duration); // change direction to try to fix "stuck" actor void takeEvasiveAction(MWMechanics::Movement& actorMovement) const;