refactor: change pointer parameters to references for Level and Content in various classes
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@@ -133,7 +133,7 @@ static int l_get_x(lua::State* L) {
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if (vox == nullptr) {
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return lua::pushivec_stack(L, glm::ivec3(1, 0, 0));
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}
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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.rotatable) {
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return lua::pushivec_stack(L, glm::ivec3(1, 0, 0));
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} else {
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@@ -150,7 +150,7 @@ static int l_get_y(lua::State* L) {
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if (vox == nullptr) {
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return lua::pushivec_stack(L, glm::ivec3(0, 1, 0));
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}
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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.rotatable) {
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return lua::pushivec_stack(L, glm::ivec3(0, 1, 0));
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} else {
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@@ -167,7 +167,7 @@ static int l_get_z(lua::State* L) {
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if (vox == nullptr) {
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return lua::pushivec_stack(L, glm::ivec3(0, 0, 1));
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}
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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.rotatable) {
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return lua::pushivec_stack(L, glm::ivec3(0, 0, 1));
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} else {
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@@ -367,7 +367,7 @@ static int l_place(lua::State* L) {
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if (!blocks_agent::get(*level->chunks, x, y, z)) {
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return 0;
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}
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const auto def = level->content->getIndices()->blocks.get(id);
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const auto def = level->content.getIndices()->blocks.get(id);
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if (def == nullptr) {
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throw std::runtime_error(
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"there is no block with index " + std::to_string(id)
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@@ -389,7 +389,7 @@ static int l_destruct(lua::State* L) {
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if (vox == nullptr) {
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return 0;
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}
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auto& def = level->content->getIndices()->blocks.require(vox->id);
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auto& def = level->content.getIndices()->blocks.require(vox->id);
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auto player = level->players->get(playerid);
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controller->getBlocksController()->breakBlock(player, def, x, y, z);
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return 0;
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@@ -60,7 +60,7 @@ static int l_set_vel(lua::State* L) {
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static int l_get_rot(lua::State* L) {
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if (auto player = get_player(L, 1)) {
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return lua::pushvec_stack(L, player->cam);
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return lua::pushvec_stack(L, player->rotation);
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}
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return 0;
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}
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@@ -70,17 +70,17 @@ static int l_set_rot(lua::State* L) {
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if (!player) {
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return 0;
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}
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glm::vec3& cam = player->cam;
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glm::vec3& rotation = player->rotation;
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auto x = lua::tonumber(L, 2);
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auto y = lua::tonumber(L, 3);
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auto z = cam.z;
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auto z = rotation.z;
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if (lua::isnumber(L, 4)) {
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z = lua::tonumber(L, 4);
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}
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cam.x = x;
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cam.y = y;
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cam.z = z;
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rotation.x = x;
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rotation.y = y;
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rotation.z = z;
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return 0;
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}
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