diff --git a/apps/openmw/mwmechanics/aiwander.cpp b/apps/openmw/mwmechanics/aiwander.cpp index 0d0daf80b..e6c25db97 100644 --- a/apps/openmw/mwmechanics/aiwander.cpp +++ b/apps/openmw/mwmechanics/aiwander.cpp @@ -425,7 +425,7 @@ namespace MWMechanics else { // have not yet reached the destination - evadeObstacles(actor, storage, duration, pos); + evadeObstacles(actor, storage); } } @@ -456,7 +456,7 @@ namespace MWMechanics storage.setState(AiWanderStorage::Wander_IdleNow); } - void AiWander::evadeObstacles(const MWWorld::Ptr& actor, AiWanderStorage& storage, float duration, ESM::Position& pos) + void AiWander::evadeObstacles(const MWWorld::Ptr& actor, AiWanderStorage& storage) { if (mObstacleCheck.isEvading()) { diff --git a/apps/openmw/mwmechanics/aiwander.hpp b/apps/openmw/mwmechanics/aiwander.hpp index 41c1fdf02..c385e915f 100644 --- a/apps/openmw/mwmechanics/aiwander.hpp +++ b/apps/openmw/mwmechanics/aiwander.hpp @@ -137,7 +137,7 @@ namespace MWMechanics short unsigned getRandomIdle(); void setPathToAnAllowedNode(const MWWorld::Ptr& actor, AiWanderStorage& storage, const ESM::Position& actorPos); void playGreetingIfPlayerGetsTooClose(const MWWorld::Ptr& actor, AiWanderStorage& storage); - void evadeObstacles(const MWWorld::Ptr& actor, AiWanderStorage& storage, float duration, ESM::Position& pos); + void evadeObstacles(const MWWorld::Ptr& actor, AiWanderStorage& storage); void playIdleDialogueRandomly(const MWWorld::Ptr& actor); void turnActorToFacePlayer(const osg::Vec3f& actorPosition, const osg::Vec3f& playerPosition, AiWanderStorage& storage); void doPerFrameActionsForState(const MWWorld::Ptr& actor, float duration, AiWanderStorage& storage, ESM::Position& pos);