refactor: change pointer parameters to references for Level and Content in various classes
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@@ -120,7 +120,7 @@ void WorldRenderer::setupWorldShader(
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shader.uniform3f("u_cameraPos", camera.position);
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shader.uniform1i("u_cubemap", 1);
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auto indices = level.content->getIndices();
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auto indices = level.content.getIndices();
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// Light emission when an emissive item is chosen
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{
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auto inventory = player.getInventory();
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@@ -193,7 +193,7 @@ void WorldRenderer::renderLevel(
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void WorldRenderer::renderBlockSelection() {
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const auto& selection = player.selection;
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auto indices = level.content->getIndices();
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auto indices = level.content.getIndices();
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blockid_t id = selection.vox.id;
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auto& block = indices->blocks.require(id);
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const glm::ivec3 pos = player.selection.position;
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@@ -241,7 +241,7 @@ void WorldRenderer::renderHands(
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const Camera& camera, float delta
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) {
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auto& entityShader = assets.require<Shader>("entity");
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auto indices = level.content->getIndices();
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auto indices = level.content.getIndices();
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// get current chosen item
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const auto& inventory = player.getInventory();
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@@ -275,7 +275,7 @@ void WorldRenderer::renderHands(
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);
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prevRotation = rotation;
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auto offset = -(camera.position - player.getPosition());
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float angle = glm::radians(player.cam.x - 90);
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float angle = glm::radians(player.rotation.x - 90);
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float cos = glm::cos(angle);
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float sin = glm::sin(angle);
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@@ -368,8 +368,7 @@ void WorldRenderer::renderBlockOverlay(const DrawContext& wctx) {
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int z = std::floor(player.currentCamera->position.z);
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auto block = player.chunks->get(x, y, z);
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if (block && block->id) {
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const auto& def =
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level.content->getIndices()->blocks.require(block->id);
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const auto& def = level.content.getIndices()->blocks.require(block->id);
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if (def.overlayTexture.empty()) {
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return;
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}
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