ServerEnvironment *s_env = dynamic_cast<ServerEnvironment*>(env);
if (s_env != 0) {
f32 distance = speed_f.getLength();
- std::set<u16> s_objects = s_env->getObjectsInsideRadius(pos_f,distance * 1.5);
- for (std::set<u16>::iterator iter = s_objects.begin(); iter != s_objects.end(); iter++) {
+ std::vector<u16> s_objects;
+ s_env->getObjectsInsideRadius(s_objects, pos_f, distance * 1.5);
+ for (std::vector<u16>::iterator iter = s_objects.begin(); iter != s_objects.end(); iter++) {
ServerActiveObject *current = s_env->getActiveObject(*iter);
if ((self == 0) || (self != current)) {
objects.push_back((ActiveObject*)current);
return true;
}
-std::set<u16> ServerEnvironment::getObjectsInsideRadius(v3f pos, float radius)
+void ServerEnvironment::getObjectsInsideRadius(std::vector<u16> &objects, v3f pos, float radius)
{
- std::set<u16> objects;
for(std::map<u16, ServerActiveObject*>::iterator
i = m_active_objects.begin();
i != m_active_objects.end(); ++i)
v3f objectpos = obj->getBasePosition();
if(objectpos.getDistanceFrom(pos) > radius)
continue;
- objects.insert(id);
+ objects.push_back(id);
}
- return objects;
}
void ServerEnvironment::clearAllObjects()
bool swapNode(v3s16 p, const MapNode &n);
// Find all active objects inside a radius around a point
- std::set<u16> getObjectsInsideRadius(v3f pos, float radius);
+ void getObjectsInsideRadius(std::vector<u16> &objects, v3f pos, float radius);
// Clear all objects, loading and going through every MapBlock
void clearAllObjects();
// Do it
v3f pos = checkFloatPos(L, 1);
float radius = luaL_checknumber(L, 2) * BS;
- std::set<u16> ids = env->getObjectsInsideRadius(pos, radius);
+ std::vector<u16> ids;
+ env->getObjectsInsideRadius(ids, pos, radius);
ScriptApiBase *script = getScriptApiBase(L);
lua_createtable(L, ids.size(), 0);
- std::set<u16>::const_iterator iter = ids.begin();
+ std::vector<u16>::const_iterator iter = ids.begin();
for(u32 i = 0; iter != ids.end(); iter++) {
ServerActiveObject *obj = env->getActiveObject(*iter);
// Insert object reference into table