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Remove updateHeadTracking from member functions

This commit is contained in:
elsid 2022-05-07 00:16:32 +02:00
parent cec7f1e7bc
commit fe206c1526
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GPG Key ID: 4DE04C198CBA7625
2 changed files with 2 additions and 7 deletions

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@ -251,9 +251,8 @@ namespace MWMechanics
calculateRestoration(ptr, duration); calculateRestoration(ptr, duration);
} }
void Actors::updateHeadTracking(const MWWorld::Ptr& actor, const MWWorld::Ptr& targetActor, static void updateHeadTracking(const MWWorld::Ptr& actor, const MWWorld::Ptr& targetActor,
MWWorld::Ptr& headTrackTarget, float& sqrHeadTrackDistance, MWWorld::Ptr& headTrackTarget, float& sqrHeadTrackDistance, bool inCombatOrPursue)
bool inCombatOrPursue)
{ {
const auto& actorRefData = actor.getRefData(); const auto& actorRefData = actor.getRefData();
if (!actorRefData.getBaseNode()) if (!actorRefData.getBaseNode())

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@ -98,10 +98,6 @@ namespace MWMechanics
void updateGreetingState(const MWWorld::Ptr& actor, Actor& actorState, bool turnOnly); void updateGreetingState(const MWWorld::Ptr& actor, Actor& actorState, bool turnOnly);
void turnActorToFacePlayer(const MWWorld::Ptr& actor, Actor& actorState, const osg::Vec3f& dir); void turnActorToFacePlayer(const MWWorld::Ptr& actor, Actor& actorState, const osg::Vec3f& dir);
void updateHeadTracking(const MWWorld::Ptr& actor, const MWWorld::Ptr& targetActor,
MWWorld::Ptr& headTrackTarget, float& sqrHeadTrackDistance,
bool inCombatOrPursue);
void rest(double hours, bool sleep); void rest(double hours, bool sleep);
///< Update actors while the player is waiting or sleeping. ///< Update actors while the player is waiting or sleeping.