Spare some string copies

This commit is contained in:
est31 2015-05-27 11:45:40 +02:00
parent f16ebbfecf
commit 21878c9d5c
2 changed files with 8 additions and 8 deletions

@ -541,13 +541,13 @@ void LuaEntitySAO::setAnimation(v2f frame_range, float frame_speed, float frame_
m_animation_sent = false; m_animation_sent = false;
} }
void LuaEntitySAO::setBonePosition(std::string bone, v3f position, v3f rotation) void LuaEntitySAO::setBonePosition(const std::string &bone, v3f position, v3f rotation)
{ {
m_bone_position[bone] = core::vector2d<v3f>(position, rotation); m_bone_position[bone] = core::vector2d<v3f>(position, rotation);
m_bone_position_sent = false; m_bone_position_sent = false;
} }
void LuaEntitySAO::setAttachment(int parent_id, std::string bone, v3f position, v3f rotation) void LuaEntitySAO::setAttachment(int parent_id, const std::string &bone, v3f position, v3f rotation)
{ {
// Attachments need to be handled on both the server and client. // Attachments need to be handled on both the server and client.
// If we just attach on the server, we can only copy the position of the parent. Attachments // If we just attach on the server, we can only copy the position of the parent. Attachments
@ -1142,14 +1142,14 @@ void PlayerSAO::setAnimation(v2f frame_range, float frame_speed, float frame_ble
m_animation_sent = false; m_animation_sent = false;
} }
void PlayerSAO::setBonePosition(std::string bone, v3f position, v3f rotation) void PlayerSAO::setBonePosition(const std::string &bone, v3f position, v3f rotation)
{ {
// store these so they can be updated to clients // store these so they can be updated to clients
m_bone_position[bone] = core::vector2d<v3f>(position, rotation); m_bone_position[bone] = core::vector2d<v3f>(position, rotation);
m_bone_position_sent = false; m_bone_position_sent = false;
} }
void PlayerSAO::setAttachment(int parent_id, std::string bone, v3f position, v3f rotation) void PlayerSAO::setAttachment(int parent_id, const std::string &bone, v3f position, v3f rotation)
{ {
// Attachments need to be handled on both the server and client. // Attachments need to be handled on both the server and client.
// If we just attach on the server, we can only copy the position of the parent. Attachments // If we just attach on the server, we can only copy the position of the parent. Attachments

@ -59,8 +59,8 @@ public:
s16 getHP() const; s16 getHP() const;
void setArmorGroups(const ItemGroupList &armor_groups); void setArmorGroups(const ItemGroupList &armor_groups);
void setAnimation(v2f frame_range, float frame_speed, float frame_blend); void setAnimation(v2f frame_range, float frame_speed, float frame_blend);
void setBonePosition(std::string bone, v3f position, v3f rotation); void setBonePosition(const std::string &bone, v3f position, v3f rotation);
void setAttachment(int parent_id, std::string bone, v3f position, v3f rotation); void setAttachment(int parent_id, const std::string &bone, v3f position, v3f rotation);
ObjectProperties* accessObjectProperties(); ObjectProperties* accessObjectProperties();
void notifyObjectPropertiesModified(); void notifyObjectPropertiesModified();
/* LuaEntitySAO-specific */ /* LuaEntitySAO-specific */
@ -193,8 +193,8 @@ public:
void setBreath(u16 breath); void setBreath(u16 breath);
void setArmorGroups(const ItemGroupList &armor_groups); void setArmorGroups(const ItemGroupList &armor_groups);
void setAnimation(v2f frame_range, float frame_speed, float frame_blend); void setAnimation(v2f frame_range, float frame_speed, float frame_blend);
void setBonePosition(std::string bone, v3f position, v3f rotation); void setBonePosition(const std::string &bone, v3f position, v3f rotation);
void setAttachment(int parent_id, std::string bone, v3f position, v3f rotation); void setAttachment(int parent_id, const std::string &bone, v3f position, v3f rotation);
ObjectProperties* accessObjectProperties(); ObjectProperties* accessObjectProperties();
void notifyObjectPropertiesModified(); void notifyObjectPropertiesModified();
void setNametagColor(video::SColor color); void setNametagColor(video::SColor color);