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authorLoic Blot <loic.blot@unix-experience.fr>2016-10-08 16:31:22 +0200
committerNer'zhul <nerzhul@users.noreply.github.com>2016-10-08 22:27:44 +0200
commitfd5a130b86c08f0b3190c3d81affd4869c139fb7 (patch)
tree8300ec1e77cfd8c38292f5b81e8e0fb82de0d53d /src/environment.h
parent067766eec213918b6cb5b2533d0c78eceb3949ec (diff)
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More code cleanup (UNORDERED + RemotePlayer/LocalPlayer)
* ClientEnvironment now uses UNORDERED MAP for active objects * Use RemotePlayer and LocalPlayer everywhere it's possible * Minor code style fixes * Drop Client::getBreath() unused function
Diffstat (limited to 'src/environment.h')
-rw-r--r--src/environment.h12
1 files changed, 6 insertions, 6 deletions
diff --git a/src/environment.h b/src/environment.h
index 66d9c19c0..99066c367 100644
--- a/src/environment.h
+++ b/src/environment.h
@@ -94,8 +94,8 @@ public:
u32 m_added_objects;
protected:
- Player * getPlayer(u16 peer_id);
- Player * getPlayer(const char *name);
+ Player *getPlayer(u16 peer_id);
+ Player *getPlayer(const char *name);
// peer_ids in here should be unique, except that there may be many 0s
std::vector<Player*> m_players;
@@ -324,7 +324,7 @@ public:
// Save players
void saveLoadedPlayers();
void savePlayer(RemotePlayer *player);
- Player *loadPlayer(const std::string &playername);
+ RemotePlayer *loadPlayer(const std::string &playername);
/*
Save and load time of day and game timer
@@ -368,7 +368,7 @@ public:
Find out what new objects have been added to
inside a radius around a position
*/
- void getAddedActiveObjects(Player *player, s16 radius,
+ void getAddedActiveObjects(RemotePlayer *player, s16 radius,
s16 player_radius,
std::set<u16> &current_objects,
std::queue<u16> &added_objects);
@@ -377,7 +377,7 @@ public:
Find out what new objects have been removed from
inside a radius around a position
*/
- void getRemovedActiveObjects(Player* player, s16 radius,
+ void getRemovedActiveObjects(RemotePlayer* player, s16 radius,
s16 player_radius,
std::set<u16> &current_objects,
std::queue<u16> &removed_objects);
@@ -649,7 +649,7 @@ private:
ITextureSource *m_texturesource;
IGameDef *m_gamedef;
IrrlichtDevice *m_irr;
- std::map<u16, ClientActiveObject*> m_active_objects;
+ UNORDERED_MAP<u16, ClientActiveObject*> m_active_objects;
std::vector<ClientSimpleObject*> m_simple_objects;
std::queue<ClientEnvEvent> m_client_event_queue;
IntervalLimiter m_active_object_light_update_interval;