Avoid pointless pointers

Passing OFVector3D by reference is annoying and is worse at passing via
registers.

FossilOrigin-Name: 304230c1e18fc15a2e66b01bbc1727d107b9d27be6949aad99419bc153bf6e66
This commit is contained in:
Jonathan Schleifer 2025-03-23 21:52:54 +00:00
parent d8f4f44468
commit 2f8d255946
9 changed files with 97 additions and 109 deletions

View file

@ -199,7 +199,7 @@ cleardlights()
}
void
dodynlight(const OFVector3D *vold, const OFVector3D *v, int reach, int strength,
dodynlight(OFVector3D vold, OFVector3D v, int reach, int strength,
DynamicEntity *owner)
{
if (!reach)
@ -208,12 +208,12 @@ dodynlight(const OFVector3D *vold, const OFVector3D *v, int reach, int strength,
reach = reach / 2;
if (!reach)
return;
if (v->x < 0 || v->y < 0 || v->x > ssize || v->y > ssize)
if (v.x < 0 || v.y < 0 || v.x > ssize || v.y > ssize)
return;
int creach = reach + 16; // dependant on lightray random offsets!
struct block b = { (int)v->x - creach, (int)v->y - creach,
creach * 2 + 1, creach * 2 + 1 };
struct block b = { (int)v.x - creach, (int)v.y - creach, creach * 2 + 1,
creach * 2 + 1 };
if (b.x < 1)
b.x = 1;
@ -233,9 +233,9 @@ dodynlight(const OFVector3D *vold, const OFVector3D *v, int reach, int strength,
[dlights addItem:&copy];
Entity *l = [Entity entity];
l.x = v->x;
l.y = v->y;
l.z = v->z;
l.x = v.x;
l.y = v.y;
l.z = v.z;
l.attr1 = reach;
l.type = LIGHT;
l.attr2 = strength;