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Move RenderingManager::update call to World::update
There is no need to do that in Scene::update and pass paused argument there.
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@ -295,7 +295,7 @@ namespace MWWorld
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mPhysics->updateScale(ptr);
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}
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void Scene::update (float duration, bool paused)
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void Scene::update(float duration)
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{
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if (mChangeCellGridRequest.has_value())
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{
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@ -306,8 +306,6 @@ namespace MWWorld
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mPreloader->updateCache(mRendering.getReferenceTime());
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preloadCells(duration);
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mRendering.update (duration, paused);
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}
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void Scene::unloadCell(CellStore* cell)
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@ -164,7 +164,7 @@ namespace MWWorld
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void markCellAsUnchanged();
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void update (float duration, bool paused);
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void update(float duration);
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void addObjectToScene (const Ptr& ptr);
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///< Add an object that already exists in the world model to the scene.
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@ -1849,7 +1849,9 @@ namespace MWWorld
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mPhysics->debugDraw();
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mWorldScene->update (duration, paused);
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mWorldScene->update(duration);
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mRendering->update(duration, paused);
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updateSoundListener();
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