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Remove updateHeadTracking from member functions
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@ -251,9 +251,8 @@ namespace MWMechanics
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calculateRestoration(ptr, duration);
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calculateRestoration(ptr, duration);
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}
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}
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void Actors::updateHeadTracking(const MWWorld::Ptr& actor, const MWWorld::Ptr& targetActor,
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static void updateHeadTracking(const MWWorld::Ptr& actor, const MWWorld::Ptr& targetActor,
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MWWorld::Ptr& headTrackTarget, float& sqrHeadTrackDistance,
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MWWorld::Ptr& headTrackTarget, float& sqrHeadTrackDistance, bool inCombatOrPursue)
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bool inCombatOrPursue)
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{
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{
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const auto& actorRefData = actor.getRefData();
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const auto& actorRefData = actor.getRefData();
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if (!actorRefData.getBaseNode())
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if (!actorRefData.getBaseNode())
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@ -98,10 +98,6 @@ namespace MWMechanics
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void updateGreetingState(const MWWorld::Ptr& actor, Actor& actorState, bool turnOnly);
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void updateGreetingState(const MWWorld::Ptr& actor, Actor& actorState, bool turnOnly);
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void turnActorToFacePlayer(const MWWorld::Ptr& actor, Actor& actorState, const osg::Vec3f& dir);
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void turnActorToFacePlayer(const MWWorld::Ptr& actor, Actor& actorState, const osg::Vec3f& dir);
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void updateHeadTracking(const MWWorld::Ptr& actor, const MWWorld::Ptr& targetActor,
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MWWorld::Ptr& headTrackTarget, float& sqrHeadTrackDistance,
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bool inCombatOrPursue);
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void rest(double hours, bool sleep);
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void rest(double hours, bool sleep);
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///< Update actors while the player is waiting or sleeping.
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///< Update actors while the player is waiting or sleeping.
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