fix: optimization: PVS-Studio warning V821
Creating variables in a more localized scope can enhance performance and make the code easier to understand. Reported by: PVS-Studio Signed-off-by: Vyacheslav Ivanov <islavaivanov76@gmail.com>
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@ -406,9 +406,9 @@ void Hud::add(const HudElement& element) {
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using namespace dynamic;
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using namespace dynamic;
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gui->add(element.getNode());
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gui->add(element.getNode());
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auto invview = std::dynamic_pointer_cast<InventoryView>(element.getNode());
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auto document = element.getDocument();
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auto document = element.getDocument();
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if (document) {
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if (document) {
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auto invview = std::dynamic_pointer_cast<InventoryView>(element.getNode());
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auto inventory = invview ? invview->getInventory() : nullptr;
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auto inventory = invview ? invview->getInventory() : nullptr;
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std::vector<Value> args;
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std::vector<Value> args;
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args.emplace_back(inventory ? inventory.get()->getId() : 0);
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args.emplace_back(inventory ? inventory.get()->getId() : 0);
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@ -243,13 +243,13 @@ void WorldRenderer::renderBlockSelection() {
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void WorldRenderer::renderLines(
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void WorldRenderer::renderLines(
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Camera* camera, Shader* linesShader, const DrawContext& pctx
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Camera* camera, Shader* linesShader, const DrawContext& pctx
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) {
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) {
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auto ctx = pctx.sub(lineBatch.get());
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linesShader->use();
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linesShader->use();
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linesShader->uniformMatrix("u_projview", camera->getProjView());
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linesShader->uniformMatrix("u_projview", camera->getProjView());
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if (player->selection.vox.id != BLOCK_VOID) {
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if (player->selection.vox.id != BLOCK_VOID) {
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renderBlockSelection();
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renderBlockSelection();
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}
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}
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if (player->debug && showEntitiesDebug) {
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if (player->debug && showEntitiesDebug) {
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auto ctx = pctx.sub(lineBatch.get());
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level->entities->renderDebug(*lineBatch, *frustumCulling, ctx);
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level->entities->renderDebug(*lineBatch, *frustumCulling, ctx);
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}
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}
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}
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}
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@ -324,8 +324,6 @@ static int l_gui_getattr(lua::State* L) {
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auto docname = lua::require_string(L, 1);
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auto docname = lua::require_string(L, 1);
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auto element = lua::require_string(L, 2);
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auto element = lua::require_string(L, 2);
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auto attr = lua::require_string(L, 3);
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auto attr = lua::require_string(L, 3);
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auto docnode = getDocumentNode(L, docname, element);
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auto node = docnode.node;
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static const std::unordered_map<std::string_view, std::function<int(UINode*,lua::State*)>> getters {
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static const std::unordered_map<std::string_view, std::function<int(UINode*,lua::State*)>> getters {
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{"color", p_get_color},
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{"color", p_get_color},
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@ -367,6 +365,8 @@ static int l_gui_getattr(lua::State* L) {
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};
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};
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auto func = getters.find(attr);
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auto func = getters.find(attr);
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if (func != getters.end()) {
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if (func != getters.end()) {
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auto docnode = getDocumentNode(L, docname, element);
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auto node = docnode.node;
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return func->second(node.get(), L);
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return func->second(node.get(), L);
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}
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}
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return 0;
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return 0;
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@ -240,8 +240,8 @@ void scripting::on_block_placed(Player* player, const Block* block, int x, int y
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}
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}
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void scripting::on_block_broken(Player* player, const Block* block, int x, int y, int z) {
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void scripting::on_block_broken(Player* player, const Block* block, int x, int y, int z) {
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std::string name = block->name + ".broken";
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if (block->rt.funcsset.onbroken) {
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if (block->rt.funcsset.onbroken) {
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std::string name = block->name + ".broken";
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lua::emit_event(lua::get_main_thread(), name, [x, y, z, player] (auto L) {
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lua::emit_event(lua::get_main_thread(), name, [x, y, z, player] (auto L) {
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lua::pushivec3_stack(L, x, y, z);
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lua::pushivec3_stack(L, x, y, z);
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lua::pushinteger(L, player ? player->getId() : -1);
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lua::pushinteger(L, player ? player->getId() : -1);
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