Pass some arguments by references

ini_importer_tests
Andrei Kortunov 11 months ago
parent 2114f84939
commit 66d1e036d2

@ -10,10 +10,10 @@
namespace MWPhysics
{
ClosestNotMeRayResultCallback::ClosestNotMeRayResultCallback(const btCollisionObject* me,
std::vector<const btCollisionObject*> targets, const btVector3& from, const btVector3& to)
const std::vector<const btCollisionObject*>& targets, const btVector3& from, const btVector3& to)
: btCollisionWorld::ClosestRayResultCallback(from, to)
, mMe(me)
, mTargets(std::move(targets))
, mTargets(targets)
{
}

@ -14,7 +14,7 @@ namespace MWPhysics
class ClosestNotMeRayResultCallback : public btCollisionWorld::ClosestRayResultCallback
{
public:
ClosestNotMeRayResultCallback(const btCollisionObject* me, std::vector<const btCollisionObject*> targets,
ClosestNotMeRayResultCallback(const btCollisionObject* me, const std::vector<const btCollisionObject*>& targets,
const btVector3& from, const btVector3& to);
btScalar addSingleResult(btCollisionWorld::LocalRayResult& rayResult, bool normalInWorldSpace) override;

@ -84,8 +84,8 @@ void MWState::Character::addSlot(const ESM::SavedGame& profile)
mSlots.push_back(slot);
}
MWState::Character::Character(std::filesystem::path saves, const std::string& game)
: mPath(std::move(saves))
MWState::Character::Character(const std::filesystem::path& saves, const std::string& game)
: mPath(saves)
{
if (!std::filesystem::is_directory(mPath))
{

@ -32,7 +32,7 @@ namespace MWState
void addSlot(const ESM::SavedGame& profile);
public:
Character(std::filesystem::path saves, const std::string& game);
Character(const std::filesystem::path& saves, const std::string& game);
void cleanup();
///< Delete the directory we used, if it is empty

@ -188,7 +188,7 @@ namespace MWWorld
};
void ProjectileManager::createModel(State& state, const std::string& model, const osg::Vec3f& pos,
const osg::Quat& orient, bool rotate, bool createLight, osg::Vec4 lightDiffuseColor, std::string texture)
const osg::Quat& orient, bool rotate, bool createLight, osg::Vec4 lightDiffuseColor, const std::string& texture)
{
state.mNode = new osg::PositionAttitudeTransform;
state.mNode->setNodeMask(MWRender::Mask_Effect);

@ -136,7 +136,7 @@ namespace MWWorld
void moveMagicBolts(float dt);
void createModel(State& state, const std::string& model, const osg::Vec3f& pos, const osg::Quat& orient,
bool rotate, bool createLight, osg::Vec4 lightDiffuseColor, std::string texture = "");
bool rotate, bool createLight, osg::Vec4 lightDiffuseColor, const std::string& texture = "");
void update(State& state, float duration);
void operator=(const ProjectileManager&);

@ -116,7 +116,7 @@ namespace Gui
}
}
void SharedStateButton::createButtonGroup(ButtonGroup group)
void SharedStateButton::createButtonGroup(ButtonGroup& group)
{
for (ButtonGroup::iterator it = group.begin(); it != group.end(); ++it)
{

@ -38,7 +38,7 @@ namespace Gui
void shareStateWith(const ButtonGroup& shared);
/// @note The ButtonGroup connection will be destroyed when any widget in the group gets destroyed.
static void createButtonGroup(ButtonGroup group);
static void createButtonGroup(ButtonGroup& group);
//! Set button selected state
void setStateSelected(bool _value);

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