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https://github.com/AxioDL/PrimeWorldEditor.git
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CGameArea: Pass transform by const reference
Gets rid of 64-byte moves where they aren't necessary.
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@@ -89,8 +89,8 @@ public:
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void ClearExtraDependencies();
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// Accessors
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uint32 WorldIndex() const { return mWorldIndex; }
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CTransform4f Transform() const { return mTransform; }
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uint32_t WorldIndex() const { return mWorldIndex; }
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const CTransform4f& Transform() const { return mTransform; }
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CMaterialSet* Materials() const { return mpMaterialSet; }
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size_t NumWorldModels() const { return mWorldModels.size(); }
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size_t NumStaticModels() const { return mStaticWorldModels.size(); }
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@@ -105,9 +105,9 @@ public:
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CAssetID PathID() const { return mPathID; }
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CPoiToWorld* PoiToWorldMap() const { return mpPoiToWorldMap; }
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CAssetID PortalAreaID() const { return mPortalAreaID; }
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CAABox AABox() const { return mAABox; }
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const CAABox& AABox() const { return mAABox; }
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void SetWorldIndex(uint32 NewWorldIndex) { mWorldIndex = NewWorldIndex; }
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void SetWorldIndex(uint32_t NewWorldIndex) { mWorldIndex = NewWorldIndex; }
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};
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#endif // CGAMEAREA_H
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@@ -574,7 +574,7 @@ void CScriptNode::GeneratePosition()
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if (!mHasValidPosition)
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{
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// Default to center of the active area; this is to prevent recursion issues
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const CTransform4f AreaTransform = mpScene->ActiveArea()->Transform();
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const CTransform4f& AreaTransform = mpScene->ActiveArea()->Transform();
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mPosition = CVector3f(AreaTransform[0][3], AreaTransform[1][3], AreaTransform[2][3]);
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mHasValidPosition = true;
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MarkTransformChanged();
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@@ -282,8 +282,8 @@ bool CWorldEditor::SetArea(CWorld *pWorld, int AreaIndex)
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if (pCamera->MoveMode() == ECameraMoveMode::Free)
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{
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CTransform4f AreaTransform = mpArea->Transform();
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CVector3f AreaPosition(AreaTransform[0][3], AreaTransform[1][3], AreaTransform[2][3]);
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const CTransform4f& AreaTransform = mpArea->Transform();
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const CVector3f AreaPosition(AreaTransform[0][3], AreaTransform[1][3], AreaTransform[2][3]);
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pCamera->Snap(AreaPosition);
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}
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