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Remove unused arguments
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a4f29a8e37
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@ -165,7 +165,7 @@ namespace MWMechanics
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* actors will enter combat (i.e. no longer wandering) and different pathfinding
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* will kick in.
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*/
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bool AiWander::execute (const MWWorld::Ptr& actor, CharacterController& characterController, AiState& state, float duration)
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bool AiWander::execute (const MWWorld::Ptr& actor, CharacterController& /*characterController*/, AiState& state, float duration)
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{
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MWMechanics::CreatureStats& cStats = actor.getClass().getCreatureStats(actor);
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if (cStats.isDead() || cStats.getHealth().getCurrent() <= 0)
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@ -206,7 +206,7 @@ namespace MWMechanics
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{
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if (storage.mState == AiWanderStorage::Wander_Walking)
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{
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stopWalking(actor, storage, false);
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stopWalking(actor, false);
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mObstacleCheck.clear();
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storage.setState(AiWanderStorage::Wander_IdleNow);
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}
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@ -230,7 +230,7 @@ namespace MWMechanics
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if (mDistance <= 0)
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storage.mCanWanderAlongPathGrid = false;
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if (isPackageCompleted(actor, storage))
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if (isPackageCompleted(actor))
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{
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// Reset package so it can be used again
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mRemainingDuration=mDuration;
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@ -315,14 +315,14 @@ namespace MWMechanics
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return actor.getRefData().getPosition().asVec3();
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}
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bool AiWander::isPackageCompleted(const MWWorld::Ptr& actor, AiWanderStorage& storage)
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bool AiWander::isPackageCompleted(const MWWorld::Ptr& actor)
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{
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if (mDuration)
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{
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// End package if duration is complete
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if (mRemainingDuration <= 0)
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{
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stopWalking(actor, storage);
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stopWalking(actor);
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return true;
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}
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}
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@ -395,7 +395,7 @@ namespace MWMechanics
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}
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void AiWander::completeManualWalking(const MWWorld::Ptr &actor, AiWanderStorage &storage) {
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stopWalking(actor, storage);
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stopWalking(actor);
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mObstacleCheck.clear();
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storage.setState(AiWanderStorage::Wander_IdleNow);
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}
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@ -460,7 +460,7 @@ namespace MWMechanics
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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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{
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stopWalking(actor, storage);
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stopWalking(actor);
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storage.setState(AiWanderStorage::Wander_ChooseAction);
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}
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else
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@ -518,7 +518,7 @@ namespace MWMechanics
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storage.mTrimCurrentNode = true;
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trimAllowedNodes(storage.mAllowedNodes, mPathFinder);
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mObstacleCheck.clear();
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stopWalking(actor, storage);
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stopWalking(actor);
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storage.setState(AiWanderStorage::Wander_MoveNow);
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}
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@ -529,7 +529,7 @@ namespace MWMechanics
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if (storage.mStuckCount >= getCountBeforeReset(actor)) // something has gone wrong, reset
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{
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mObstacleCheck.clear();
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stopWalking(actor, storage);
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stopWalking(actor);
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storage.setState(AiWanderStorage::Wander_ChooseAction);
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storage.mStuckCount = 0;
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}
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@ -609,7 +609,7 @@ namespace MWMechanics
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return TypeIdWander;
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}
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void AiWander::stopWalking(const MWWorld::Ptr& actor, AiWanderStorage& storage, bool clearPath)
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void AiWander::stopWalking(const MWWorld::Ptr& actor, bool clearPath)
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{
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if (clearPath)
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{
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@ -118,7 +118,7 @@ namespace MWMechanics
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private:
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// NOTE: mDistance and mDuration must be set already
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void init();
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void stopWalking(const MWWorld::Ptr& actor, AiWanderStorage& storage, bool clearPath = true);
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void stopWalking(const MWWorld::Ptr& actor, bool clearPath = true);
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/// Have the given actor play an idle animation
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/// @return Success or error
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@ -133,7 +133,7 @@ namespace MWMechanics
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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, ESM::Position& pos);
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bool isPackageCompleted(const MWWorld::Ptr& actor, AiWanderStorage& storage);
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bool isPackageCompleted(const MWWorld::Ptr& actor);
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void wanderNearStart(const MWWorld::Ptr &actor, AiWanderStorage &storage, int wanderDistance);
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bool destinationIsAtWater(const MWWorld::Ptr &actor, const osg::Vec3f& destination);
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void completeManualWalking(const MWWorld::Ptr &actor, AiWanderStorage &storage);
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