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Spare some string copies
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@ -541,13 +541,13 @@ void LuaEntitySAO::setAnimation(v2f frame_range, float frame_speed, float frame_
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m_animation_sent = false;
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m_animation_sent = false;
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}
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}
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void LuaEntitySAO::setBonePosition(std::string bone, v3f position, v3f rotation)
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void LuaEntitySAO::setBonePosition(const std::string &bone, v3f position, v3f rotation)
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{
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{
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m_bone_position[bone] = core::vector2d<v3f>(position, rotation);
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m_bone_position[bone] = core::vector2d<v3f>(position, rotation);
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m_bone_position_sent = false;
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m_bone_position_sent = false;
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}
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}
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void LuaEntitySAO::setAttachment(int parent_id, std::string bone, v3f position, v3f rotation)
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void LuaEntitySAO::setAttachment(int parent_id, const std::string &bone, v3f position, v3f rotation)
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{
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{
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// Attachments need to be handled on both the server and client.
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// Attachments need to be handled on both the server and client.
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// If we just attach on the server, we can only copy the position of the parent. Attachments
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// If we just attach on the server, we can only copy the position of the parent. Attachments
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@ -1142,14 +1142,14 @@ void PlayerSAO::setAnimation(v2f frame_range, float frame_speed, float frame_ble
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m_animation_sent = false;
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m_animation_sent = false;
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}
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}
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void PlayerSAO::setBonePosition(std::string bone, v3f position, v3f rotation)
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void PlayerSAO::setBonePosition(const std::string &bone, v3f position, v3f rotation)
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{
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{
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// store these so they can be updated to clients
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// store these so they can be updated to clients
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m_bone_position[bone] = core::vector2d<v3f>(position, rotation);
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m_bone_position[bone] = core::vector2d<v3f>(position, rotation);
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m_bone_position_sent = false;
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m_bone_position_sent = false;
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}
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}
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void PlayerSAO::setAttachment(int parent_id, std::string bone, v3f position, v3f rotation)
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void PlayerSAO::setAttachment(int parent_id, const std::string &bone, v3f position, v3f rotation)
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{
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{
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// Attachments need to be handled on both the server and client.
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// Attachments need to be handled on both the server and client.
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// If we just attach on the server, we can only copy the position of the parent. Attachments
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// If we just attach on the server, we can only copy the position of the parent. Attachments
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@ -59,8 +59,8 @@ public:
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s16 getHP() const;
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s16 getHP() const;
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void setArmorGroups(const ItemGroupList &armor_groups);
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void setArmorGroups(const ItemGroupList &armor_groups);
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void setAnimation(v2f frame_range, float frame_speed, float frame_blend);
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void setAnimation(v2f frame_range, float frame_speed, float frame_blend);
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void setBonePosition(std::string bone, v3f position, v3f rotation);
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void setBonePosition(const std::string &bone, v3f position, v3f rotation);
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void setAttachment(int parent_id, std::string bone, v3f position, v3f rotation);
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void setAttachment(int parent_id, const std::string &bone, v3f position, v3f rotation);
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ObjectProperties* accessObjectProperties();
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ObjectProperties* accessObjectProperties();
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void notifyObjectPropertiesModified();
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void notifyObjectPropertiesModified();
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/* LuaEntitySAO-specific */
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/* LuaEntitySAO-specific */
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@ -193,8 +193,8 @@ public:
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void setBreath(u16 breath);
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void setBreath(u16 breath);
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void setArmorGroups(const ItemGroupList &armor_groups);
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void setArmorGroups(const ItemGroupList &armor_groups);
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void setAnimation(v2f frame_range, float frame_speed, float frame_blend);
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void setAnimation(v2f frame_range, float frame_speed, float frame_blend);
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void setBonePosition(std::string bone, v3f position, v3f rotation);
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void setBonePosition(const std::string &bone, v3f position, v3f rotation);
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void setAttachment(int parent_id, std::string bone, v3f position, v3f rotation);
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void setAttachment(int parent_id, const std::string &bone, v3f position, v3f rotation);
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ObjectProperties* accessObjectProperties();
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ObjectProperties* accessObjectProperties();
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void notifyObjectPropertiesModified();
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void notifyObjectPropertiesModified();
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void setNametagColor(video::SColor color);
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void setNametagColor(video::SColor color);
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