Remove unused arguments

This commit is contained in:
elsid 2020-05-16 14:53:42 +02:00
parent a4f29a8e37
commit b8513e0318
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GPG Key ID: B845CB9FEE18AB40
2 changed files with 12 additions and 12 deletions

View File

@ -165,7 +165,7 @@ namespace MWMechanics
* actors will enter combat (i.e. no longer wandering) and different pathfinding * actors will enter combat (i.e. no longer wandering) and different pathfinding
* will kick in. * will kick in.
*/ */
bool AiWander::execute (const MWWorld::Ptr& actor, CharacterController& characterController, AiState& state, float duration) bool AiWander::execute (const MWWorld::Ptr& actor, CharacterController& /*characterController*/, AiState& state, float duration)
{ {
MWMechanics::CreatureStats& cStats = actor.getClass().getCreatureStats(actor); MWMechanics::CreatureStats& cStats = actor.getClass().getCreatureStats(actor);
if (cStats.isDead() || cStats.getHealth().getCurrent() <= 0) if (cStats.isDead() || cStats.getHealth().getCurrent() <= 0)
@ -206,7 +206,7 @@ namespace MWMechanics
{ {
if (storage.mState == AiWanderStorage::Wander_Walking) if (storage.mState == AiWanderStorage::Wander_Walking)
{ {
stopWalking(actor, storage, false); stopWalking(actor, false);
mObstacleCheck.clear(); mObstacleCheck.clear();
storage.setState(AiWanderStorage::Wander_IdleNow); storage.setState(AiWanderStorage::Wander_IdleNow);
} }
@ -230,7 +230,7 @@ namespace MWMechanics
if (mDistance <= 0) if (mDistance <= 0)
storage.mCanWanderAlongPathGrid = false; storage.mCanWanderAlongPathGrid = false;
if (isPackageCompleted(actor, storage)) if (isPackageCompleted(actor))
{ {
// Reset package so it can be used again // Reset package so it can be used again
mRemainingDuration=mDuration; mRemainingDuration=mDuration;
@ -315,14 +315,14 @@ namespace MWMechanics
return actor.getRefData().getPosition().asVec3(); return actor.getRefData().getPosition().asVec3();
} }
bool AiWander::isPackageCompleted(const MWWorld::Ptr& actor, AiWanderStorage& storage) bool AiWander::isPackageCompleted(const MWWorld::Ptr& actor)
{ {
if (mDuration) if (mDuration)
{ {
// End package if duration is complete // End package if duration is complete
if (mRemainingDuration <= 0) if (mRemainingDuration <= 0)
{ {
stopWalking(actor, storage); stopWalking(actor);
return true; return true;
} }
} }
@ -395,7 +395,7 @@ namespace MWMechanics
} }
void AiWander::completeManualWalking(const MWWorld::Ptr &actor, AiWanderStorage &storage) { void AiWander::completeManualWalking(const MWWorld::Ptr &actor, AiWanderStorage &storage) {
stopWalking(actor, storage); stopWalking(actor);
mObstacleCheck.clear(); mObstacleCheck.clear();
storage.setState(AiWanderStorage::Wander_IdleNow); storage.setState(AiWanderStorage::Wander_IdleNow);
} }
@ -460,7 +460,7 @@ namespace MWMechanics
// Is there no destination or are we there yet? // Is there no destination or are we there yet?
if ((!mPathFinder.isPathConstructed()) || pathTo(actor, osg::Vec3f(mPathFinder.getPath().back()), duration, DESTINATION_TOLERANCE)) if ((!mPathFinder.isPathConstructed()) || pathTo(actor, osg::Vec3f(mPathFinder.getPath().back()), duration, DESTINATION_TOLERANCE))
{ {
stopWalking(actor, storage); stopWalking(actor);
storage.setState(AiWanderStorage::Wander_ChooseAction); storage.setState(AiWanderStorage::Wander_ChooseAction);
} }
else else
@ -518,7 +518,7 @@ namespace MWMechanics
storage.mTrimCurrentNode = true; storage.mTrimCurrentNode = true;
trimAllowedNodes(storage.mAllowedNodes, mPathFinder); trimAllowedNodes(storage.mAllowedNodes, mPathFinder);
mObstacleCheck.clear(); mObstacleCheck.clear();
stopWalking(actor, storage); stopWalking(actor);
storage.setState(AiWanderStorage::Wander_MoveNow); storage.setState(AiWanderStorage::Wander_MoveNow);
} }
@ -529,7 +529,7 @@ namespace MWMechanics
if (storage.mStuckCount >= getCountBeforeReset(actor)) // something has gone wrong, reset if (storage.mStuckCount >= getCountBeforeReset(actor)) // something has gone wrong, reset
{ {
mObstacleCheck.clear(); mObstacleCheck.clear();
stopWalking(actor, storage); stopWalking(actor);
storage.setState(AiWanderStorage::Wander_ChooseAction); storage.setState(AiWanderStorage::Wander_ChooseAction);
storage.mStuckCount = 0; storage.mStuckCount = 0;
} }
@ -609,7 +609,7 @@ namespace MWMechanics
return TypeIdWander; return TypeIdWander;
} }
void AiWander::stopWalking(const MWWorld::Ptr& actor, AiWanderStorage& storage, bool clearPath) void AiWander::stopWalking(const MWWorld::Ptr& actor, bool clearPath)
{ {
if (clearPath) if (clearPath)
{ {

View File

@ -118,7 +118,7 @@ namespace MWMechanics
private: private:
// NOTE: mDistance and mDuration must be set already // NOTE: mDistance and mDuration must be set already
void init(); void init();
void stopWalking(const MWWorld::Ptr& actor, AiWanderStorage& storage, bool clearPath = true); void stopWalking(const MWWorld::Ptr& actor, bool clearPath = true);
/// Have the given actor play an idle animation /// Have the given actor play an idle animation
/// @return Success or error /// @return Success or error
@ -133,7 +133,7 @@ namespace MWMechanics
void onWalkingStatePerFrameActions(const MWWorld::Ptr& actor, float duration, AiWanderStorage& storage); void onWalkingStatePerFrameActions(const MWWorld::Ptr& actor, float duration, AiWanderStorage& storage);
void onChooseActionStatePerFrameActions(const MWWorld::Ptr& actor, AiWanderStorage& storage); void onChooseActionStatePerFrameActions(const MWWorld::Ptr& actor, AiWanderStorage& storage);
bool reactionTimeActions(const MWWorld::Ptr& actor, AiWanderStorage& storage, ESM::Position& pos); bool reactionTimeActions(const MWWorld::Ptr& actor, AiWanderStorage& storage, ESM::Position& pos);
bool isPackageCompleted(const MWWorld::Ptr& actor, AiWanderStorage& storage); bool isPackageCompleted(const MWWorld::Ptr& actor);
void wanderNearStart(const MWWorld::Ptr &actor, AiWanderStorage &storage, int wanderDistance); void wanderNearStart(const MWWorld::Ptr &actor, AiWanderStorage &storage, int wanderDistance);
bool destinationIsAtWater(const MWWorld::Ptr &actor, const osg::Vec3f& destination); bool destinationIsAtWater(const MWWorld::Ptr &actor, const osg::Vec3f& destination);
void completeManualWalking(const MWWorld::Ptr &actor, AiWanderStorage &storage); void completeManualWalking(const MWWorld::Ptr &actor, AiWanderStorage &storage);