CGameExporter: Pass CAssetID by reference in MakeWorldName()

Just prevents a copy where one isn't necessary
This commit is contained in:
Lioncache
2025-12-07 12:11:14 -05:00
parent 53e52d3587
commit 5f7e0e1e7f
2 changed files with 2 additions and 2 deletions

View File

@@ -664,7 +664,7 @@ void CGameExporter::ExportResource(SResourceInstance& rRes)
} }
} }
TString CGameExporter::MakeWorldName(CAssetID WorldID) TString CGameExporter::MakeWorldName(const CAssetID& WorldID)
{ {
[[maybe_unused]] const CResourceEntry *pWorldEntry = mpStore->FindEntry(WorldID); [[maybe_unused]] const CResourceEntry *pWorldEntry = mpStore->FindEntry(WorldID);
ASSERT(pWorldEntry && pWorldEntry->ResourceType() == EResourceType::World); ASSERT(pWorldEntry && pWorldEntry->ResourceType() == EResourceType::World);

View File

@@ -89,7 +89,7 @@ protected:
void ExportCookedResources(); void ExportCookedResources();
void ExportResourceEditorData(); void ExportResourceEditorData();
void ExportResource(SResourceInstance& rRes); void ExportResource(SResourceInstance& rRes);
TString MakeWorldName(CAssetID WorldID); TString MakeWorldName(const CAssetID& WorldID);
// Convenience Functions // Convenience Functions
SResourceInstance* FindResourceInstance(const CAssetID& rkID) SResourceInstance* FindResourceInstance(const CAssetID& rkID)