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-rw-r--r--src/content_sao.cpp8
1 files changed, 4 insertions, 4 deletions
diff --git a/src/content_sao.cpp b/src/content_sao.cpp
index 1f7323c9c..b644bdff7 100644
--- a/src/content_sao.cpp
+++ b/src/content_sao.cpp
@@ -541,13 +541,13 @@ void LuaEntitySAO::setAnimation(v2f frame_range, float frame_speed, float frame_
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
@@ -1142,14 +1142,14 @@ void PlayerSAO::setAnimation(v2f frame_range, float frame_speed, float frame_ble
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