Merge pull request #1356 from Areloch/PVS_Cleanup_813

Convert un-modified function arguments to const references.
This commit is contained in:
Daniel Buckmaster 2015-07-20 22:55:22 +10:00
commit 4f2f1ca4e1
40 changed files with 59 additions and 59 deletions

View file

@ -259,7 +259,7 @@ void AIPlayer::setAimObject( GameBase *targetObject )
* @param targetObject The object to target
* @param offset The offest from the target location to aim at
*/
void AIPlayer::setAimObject( GameBase *targetObject, Point3F offset )
void AIPlayer::setAimObject(GameBase *targetObject, const Point3F& offset)
{
mAimObject = targetObject;
mTargetInLOS = false;

View file

@ -161,7 +161,7 @@ public:
// Targeting and aiming sets/gets
void setAimObject( GameBase *targetObject );
void setAimObject( GameBase *targetObject, Point3F offset );
void setAimObject(GameBase *targetObject, const Point3F& offset);
GameBase* getAimObject() const { return mAimObject; }
void setAimLocation( const Point3F &location );
Point3F getAimLocation() const { return mAimLocation; }

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@ -393,7 +393,7 @@ void Camera::getEyeCameraTransform(IDisplayDevice *displayDevice, U32 eyeId, Mat
}
}
DisplayPose Camera::calcCameraDeltaPose(GameConnection *con, DisplayPose inPose)
DisplayPose Camera::calcCameraDeltaPose(GameConnection *con, const DisplayPose& inPose)
{
// NOTE: this is intended to be similar to updateMove
DisplayPose outPose;

View file

@ -237,7 +237,7 @@ class Camera: public ShapeBase
virtual void interpolateTick( F32 delta);
virtual void getCameraTransform( F32* pos,MatrixF* mat );
virtual void getEyeCameraTransform( IDisplayDevice *display, U32 eyeId, MatrixF *outMat );
virtual DisplayPose calcCameraDeltaPose(GameConnection *con, DisplayPose inPose);
virtual DisplayPose calcCameraDeltaPose(GameConnection *con, const DisplayPose& inPose);
virtual void writePacketData( GameConnection* conn, BitStream* stream );
virtual void readPacketData( GameConnection* conn, BitStream* stream );

View file

@ -248,7 +248,7 @@ fxFoliageCulledList::fxFoliageCulledList(Box3F SearchBox, fxFoliageCulledList* I
//------------------------------------------------------------------------------
void fxFoliageCulledList::FindCandidates(Box3F SearchBox, fxFoliageCulledList* InVec)
void fxFoliageCulledList::FindCandidates(const Box3F& SearchBox, fxFoliageCulledList* InVec)
{
// Search the Culled List.
for (U32 i = 0; i < InVec->GetListCount(); i++)
@ -1028,7 +1028,7 @@ void fxFoliageReplicator::SetupBuffers()
//------------------------------------------------------------------------------
Box3F fxFoliageReplicator::FetchQuadrant(Box3F Box, U32 Quadrant)
Box3F fxFoliageReplicator::FetchQuadrant(const Box3F& Box, U32 Quadrant)
{
Box3F QuadrantBox;

View file

@ -86,7 +86,7 @@ public:
fxFoliageCulledList(Box3F SearchBox, fxFoliageCulledList* InVec);
~fxFoliageCulledList() {};
void FindCandidates(Box3F SearchBox, fxFoliageCulledList* InVec);
void FindCandidates(const Box3F& SearchBox, fxFoliageCulledList* InVec);
U32 GetListCount(void) { return mCulledObjectSet.size(); };
fxFoliageItem* GetElement(U32 index) { return mCulledObjectSet[index]; };
@ -157,7 +157,7 @@ protected:
void SyncFoliageReplicators(void);
Box3F FetchQuadrant(Box3F Box, U32 Quadrant);
Box3F FetchQuadrant(const Box3F& Box, U32 Quadrant);
void ProcessQuadrant(fxFoliageQuadrantNode* pParentNode, fxFoliageCulledList* pCullList, U32 Quadrant);
void ProcessNodeChildren(fxFoliageQuadrantNode* pParentNode, fxFoliageCulledList* pCullList);

View file

@ -5586,7 +5586,7 @@ void Player::getMuzzleTransform(U32 imageSlot,MatrixF* mat)
*mat = nmat;
}
DisplayPose Player::calcCameraDeltaPose(GameConnection *con, DisplayPose inPose)
DisplayPose Player::calcCameraDeltaPose(GameConnection *con, const DisplayPose& inPose)
{
// NOTE: this is intended to be similar to updateMove
DisplayPose outPose;

View file

@ -684,7 +684,7 @@ public:
void getEyeBaseTransform(MatrixF* mat, bool includeBank);
void getRenderEyeTransform(MatrixF* mat);
void getRenderEyeBaseTransform(MatrixF* mat, bool includeBank);
virtual DisplayPose calcCameraDeltaPose(GameConnection *con, DisplayPose inPose);
virtual DisplayPose calcCameraDeltaPose(GameConnection *con, const DisplayPose& inPose);
void getCameraParameters(F32 *min, F32 *max, Point3F *offset, MatrixF *rot);
void getMuzzleTransform(U32 imageSlot,MatrixF* mat);
void getRenderMuzzleTransform(U32 imageSlot,MatrixF* mat);

View file

@ -1191,13 +1191,13 @@ void ShapeBase::onDeleteNotify( SimObject *obj )
Parent::onDeleteNotify( obj );
}
void ShapeBase::onImpact(SceneObject* obj, VectorF vec)
void ShapeBase::onImpact(SceneObject* obj, const VectorF& vec)
{
if (!isGhost())
mDataBlock->onImpact_callback( this, obj, vec, vec.len() );
}
void ShapeBase::onImpact(VectorF vec)
void ShapeBase::onImpact(const VectorF& vec)
{
if (!isGhost())
mDataBlock->onImpact_callback( this, NULL, vec, vec.len() );
@ -1994,7 +1994,7 @@ void ShapeBase::getEyeCameraTransform(IDisplayDevice *displayDevice, U32 eyeId,
*outMat = temp;
}
DisplayPose ShapeBase::calcCameraDeltaPose(GameConnection *con, DisplayPose inPose)
DisplayPose ShapeBase::calcCameraDeltaPose(GameConnection *con, const DisplayPose& inPose)
{
// NOTE: this is intended to be similar to updateMove
// WARNING: does not take into account any move values

View file

@ -1104,8 +1104,8 @@ protected:
virtual void shakeCamera( U32 imageSlot );
virtual void updateDamageLevel();
virtual void updateDamageState();
virtual void onImpact(SceneObject* obj, VectorF vec);
virtual void onImpact(VectorF vec);
virtual void onImpact(SceneObject* obj, const VectorF& vec);
virtual void onImpact(const VectorF& vec);
/// @}
/// The inner prep render function that does the
@ -1588,7 +1588,7 @@ public:
virtual void getEyeCameraTransform( IDisplayDevice *display, U32 eyeId, MatrixF *outMat );
/// Calculates a delta camera angle and view position based on inPose
virtual DisplayPose calcCameraDeltaPose(GameConnection *con, DisplayPose inPose);
virtual DisplayPose calcCameraDeltaPose(GameConnection *con, const DisplayPose& inPose);
/// Gets the index of a node inside a mounted image given the name
/// @param imageSlot Image slot