refactor: change pointer parameters to references for Level and Content in various classes
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@@ -39,7 +39,7 @@ void BlocksController::updateSides(int x, int y, int z) {
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void BlocksController::updateSides(int x, int y, int z, int w, int h, int d) {
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voxel* vox = blocks_agent::get(chunks, x, y, z);
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const auto& def = level.content->getIndices()->blocks.require(vox->id);
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const auto& def = level.content.getIndices()->blocks.require(vox->id);
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const auto& rot = def.rotations.variants[vox->state.rotation];
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const auto& xaxis = rot.axisX;
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const auto& yaxis = rot.axisY;
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@@ -85,7 +85,7 @@ void BlocksController::placeBlock(
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if (voxel == nullptr) {
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return;
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}
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const auto& prevDef = level.content->getIndices()->blocks.require(voxel->id);
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const auto& prevDef = level.content.getIndices()->blocks.require(voxel->id);
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scripting::on_block_replaced(player, prevDef, {x, y, z});
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onBlockInteraction(
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@@ -106,7 +106,7 @@ void BlocksController::placeBlock(
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void BlocksController::updateBlock(int x, int y, int z) {
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voxel* vox = blocks_agent::get(chunks, x, y, z);
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if (vox == nullptr) return;
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const auto& def = level.content->getIndices()->blocks.require(vox->id);
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const auto& def = level.content.getIndices()->blocks.require(vox->id);
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if (def.grounded) {
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const auto& vec = get_ground_direction(def, vox->state.rotation);
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if (!blocks_agent::is_solid_at(chunks, x + vec.x, y + vec.y, z + vec.z)) {
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@@ -132,7 +132,7 @@ void BlocksController::update(float delta, uint padding) {
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}
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void BlocksController::onBlocksTick(int tickid, int parts) {
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const auto& indices = level.content->getIndices()->blocks;
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const auto& indices = level.content.getIndices()->blocks;
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int tickRate = blocksTickClock.getTickRate();
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for (size_t id = 0; id < indices.count(); id++) {
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if ((id + tickid) % parts != 0) continue;
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@@ -169,7 +169,7 @@ void BlocksController::randomTick(
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}
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void BlocksController::randomTick(int tickid, int parts, uint padding) {
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auto indices = level.content->getIndices();
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auto indices = level.content.getIndices();
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std::set<uint64_t> chunksIterated;
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@@ -218,7 +218,7 @@ int64_t BlocksController::createBlockInventory(int x, int y, int z) {
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int lz = z - chunk->z * CHUNK_D;
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auto inv = chunk->getBlockInventory(lx, y, lz);
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if (inv == nullptr) {
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const auto& indices = level.content->getIndices()->blocks;
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const auto& indices = level.content.getIndices()->blocks;
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auto& def = indices.require(chunk->voxels[vox_index(lx, y, lz)].id);
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int invsize = def.inventorySize;
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if (invsize == 0) {
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