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Remove unused parameters
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63b3a70ca8
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@ -425,7 +425,7 @@ namespace MWMechanics
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else
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else
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{
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{
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// have not yet reached the destination
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// have not yet reached the destination
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evadeObstacles(actor, storage, duration, pos);
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evadeObstacles(actor, storage);
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}
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}
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}
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}
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@ -456,7 +456,7 @@ namespace MWMechanics
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storage.setState(AiWanderStorage::Wander_IdleNow);
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storage.setState(AiWanderStorage::Wander_IdleNow);
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}
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}
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void AiWander::evadeObstacles(const MWWorld::Ptr& actor, AiWanderStorage& storage, float duration, ESM::Position& pos)
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void AiWander::evadeObstacles(const MWWorld::Ptr& actor, AiWanderStorage& storage)
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{
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{
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if (mObstacleCheck.isEvading())
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if (mObstacleCheck.isEvading())
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{
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{
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@ -137,7 +137,7 @@ namespace MWMechanics
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short unsigned getRandomIdle();
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short unsigned getRandomIdle();
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void setPathToAnAllowedNode(const MWWorld::Ptr& actor, AiWanderStorage& storage, const ESM::Position& actorPos);
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void setPathToAnAllowedNode(const MWWorld::Ptr& actor, AiWanderStorage& storage, const ESM::Position& actorPos);
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void playGreetingIfPlayerGetsTooClose(const MWWorld::Ptr& actor, AiWanderStorage& storage);
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void playGreetingIfPlayerGetsTooClose(const MWWorld::Ptr& actor, AiWanderStorage& storage);
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void evadeObstacles(const MWWorld::Ptr& actor, AiWanderStorage& storage, float duration, ESM::Position& pos);
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void evadeObstacles(const MWWorld::Ptr& actor, AiWanderStorage& storage);
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void playIdleDialogueRandomly(const MWWorld::Ptr& actor);
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void playIdleDialogueRandomly(const MWWorld::Ptr& actor);
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void turnActorToFacePlayer(const osg::Vec3f& actorPosition, const osg::Vec3f& playerPosition, AiWanderStorage& storage);
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void turnActorToFacePlayer(const osg::Vec3f& actorPosition, const osg::Vec3f& playerPosition, AiWanderStorage& storage);
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void doPerFrameActionsForState(const MWWorld::Ptr& actor, float duration, AiWanderStorage& storage, ESM::Position& pos);
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void doPerFrameActionsForState(const MWWorld::Ptr& actor, float duration, AiWanderStorage& storage, ESM::Position& pos);
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