@@ -541,13 +541,13 @@ void LuaEntitySAO::setAnimation(v2f frame_range, float frame_speed, float frame_
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m_animation_sent = false ;
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}
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- void LuaEntitySAO::setBonePosition (std::string bone, v3f position, v3f rotation)
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+ void LuaEntitySAO::setBonePosition (const std::string & bone, v3f position, v3f rotation)
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{
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m_bone_position[bone] = core::vector2d<v3f>(position, rotation);
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m_bone_position_sent = false ;
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}
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- void LuaEntitySAO::setAttachment (int parent_id, std::string bone, v3f position, v3f rotation)
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+ void LuaEntitySAO::setAttachment (int parent_id, const std::string & bone, v3f position, v3f rotation)
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{
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// Attachments need to be handled on both the server and client.
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// If we just attach on the server, we can only copy the position of the parent. Attachments
@@ -1142,14 +1142,14 @@ void PlayerSAO::setAnimation(v2f frame_range, float frame_speed, float frame_ble
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m_animation_sent = false ;
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}
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- void PlayerSAO::setBonePosition (std::string bone, v3f position, v3f rotation)
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+ void PlayerSAO::setBonePosition (const std::string & bone, v3f position, v3f rotation)
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{
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// store these so they can be updated to clients
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m_bone_position[bone] = core::vector2d<v3f>(position, rotation);
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m_bone_position_sent = false ;
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}
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- void PlayerSAO::setAttachment (int parent_id, std::string bone, v3f position, v3f rotation)
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+ void PlayerSAO::setAttachment (int parent_id, const std::string & bone, v3f position, v3f rotation)
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{
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// Attachments need to be handled on both the server and client.
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// If we just attach on the server, we can only copy the position of the parent. Attachments
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