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_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.
// If we just attach on the server, we can only copy the position of the parent. Attachments
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
m_bone_position[bone] = core::vector2d<v3f>(position, rotation);
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.
// If we just attach on the server, we can only copy the position of the parent. Attachments
s16 getHP() const;
void setArmorGroups(const ItemGroupList &armor_groups);
void setAnimation(v2f frame_range, float frame_speed, float frame_blend);
- void setBonePosition(std::string bone, v3f position, v3f rotation);
- void setAttachment(int parent_id, std::string bone, v3f position, v3f rotation);
+ void setBonePosition(const std::string &bone, v3f position, v3f rotation);
+ void setAttachment(int parent_id, const std::string &bone, v3f position, v3f rotation);
ObjectProperties* accessObjectProperties();
void notifyObjectPropertiesModified();
/* LuaEntitySAO-specific */
void setBreath(u16 breath);
void setArmorGroups(const ItemGroupList &armor_groups);
void setAnimation(v2f frame_range, float frame_speed, float frame_blend);
- void setBonePosition(std::string bone, v3f position, v3f rotation);
- void setAttachment(int parent_id, std::string bone, v3f position, v3f rotation);
+ void setBonePosition(const std::string &bone, v3f position, v3f rotation);
+ void setAttachment(int parent_id, const std::string &bone, v3f position, v3f rotation);
ObjectProperties* accessObjectProperties();
void notifyObjectPropertiesModified();
void setNametagColor(video::SColor color);