Pass hitPosition by const reference

pull/55/head
Allofich 8 years ago
parent bce0166931
commit 34851349de

@ -323,7 +323,7 @@ namespace MWClass
victim.getClass().onHit(victim, damage, healthdmg, weapon, ptr, hitPosition, true);
}
void Creature::onHit(const MWWorld::Ptr &ptr, float damage, bool ishealth, const MWWorld::Ptr &object, const MWWorld::Ptr &attacker, osg::Vec3f hitPosition, bool successful) const
void Creature::onHit(const MWWorld::Ptr &ptr, float damage, bool ishealth, const MWWorld::Ptr &object, const MWWorld::Ptr &attacker, const osg::Vec3f &hitPosition, bool successful) const
{
// NOTE: 'object' and/or 'attacker' may be empty.

@ -58,7 +58,7 @@ namespace MWClass
virtual void hit(const MWWorld::Ptr& ptr, float attackStrength, int type) const;
virtual void onHit(const MWWorld::Ptr &ptr, float damage, bool ishealth, const MWWorld::Ptr &object, const MWWorld::Ptr &attacker, osg::Vec3f hitPosition, bool successful) const;
virtual void onHit(const MWWorld::Ptr &ptr, float damage, bool ishealth, const MWWorld::Ptr &object, const MWWorld::Ptr &attacker, const osg::Vec3f &hitPosition, bool successful) const;
virtual boost::shared_ptr<MWWorld::Action> activate (const MWWorld::Ptr& ptr,
const MWWorld::Ptr& actor) const;

@ -651,7 +651,7 @@ namespace MWClass
othercls.onHit(victim, damage, healthdmg, weapon, ptr, hitPosition, true);
}
void Npc::onHit(const MWWorld::Ptr &ptr, float damage, bool ishealth, const MWWorld::Ptr &object, const MWWorld::Ptr &attacker, osg::Vec3f hitPosition, bool successful) const
void Npc::onHit(const MWWorld::Ptr &ptr, float damage, bool ishealth, const MWWorld::Ptr &object, const MWWorld::Ptr &attacker, const osg::Vec3f &hitPosition, bool successful) const
{
MWBase::SoundManager *sndMgr = MWBase::Environment::get().getSoundManager();

@ -73,7 +73,7 @@ namespace MWClass
virtual void hit(const MWWorld::Ptr& ptr, float attackStrength, int type) const;
virtual void onHit(const MWWorld::Ptr &ptr, float damage, bool ishealth, const MWWorld::Ptr &object, const MWWorld::Ptr &attacker, osg::Vec3f hitPosition, bool successful) const;
virtual void onHit(const MWWorld::Ptr &ptr, float damage, bool ishealth, const MWWorld::Ptr &object, const MWWorld::Ptr &attacker, const osg::Vec3f &hitPosition, bool successful) const;
virtual void getModelsToPreload(const MWWorld::Ptr& ptr, std::vector<std::string>& models) const;
///< Get a list of models to preload that this object may use (directly or indirectly). default implementation: list getModel().

@ -98,7 +98,7 @@ namespace MWWorld
throw std::runtime_error("class cannot block");
}
void Class::onHit(const Ptr& ptr, float damage, bool ishealth, const Ptr& object, const Ptr& attacker, osg::Vec3f hitPosition, bool successful) const
void Class::onHit(const Ptr& ptr, float damage, bool ishealth, const Ptr& object, const Ptr& attacker, const osg::Vec3f& hitPosition, bool successful) const
{
throw std::runtime_error("class cannot be hit");
}

@ -120,7 +120,7 @@ namespace MWWorld
/// enums. ignored for creature attacks.
/// (default implementation: throw an exception)
virtual void onHit(const MWWorld::Ptr &ptr, float damage, bool ishealth, const MWWorld::Ptr &object, const MWWorld::Ptr &attacker, osg::Vec3f hitPosition, bool successful) const;
virtual void onHit(const MWWorld::Ptr &ptr, float damage, bool ishealth, const MWWorld::Ptr &object, const MWWorld::Ptr &attacker, const osg::Vec3f &hitPosition, bool successful) const;
///< Alerts \a ptr that it's being hit for \a damage points to health if \a ishealth is
/// true (else fatigue) by \a object (sword, arrow, etc). \a attacker specifies the
/// actor responsible for the attack, and \a successful specifies if the hit is

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