CMorphBall: Take torque by const reference in SpinToSpeed()

Same behavior, minus unnecessary copies and consistency with the rest of
the API.
This commit is contained in:
Lioncash 2020-05-11 18:23:51 -04:00
parent 37138fb584
commit 0af9b16b92
2 changed files with 2 additions and 2 deletions

View File

@ -2176,7 +2176,7 @@ void CMorphBall::ApplyGravity(CStateManager& mgr) {
}
}
void CMorphBall::SpinToSpeed(float holdMag, zeus::CVector3f torque, float mag) {
void CMorphBall::SpinToSpeed(float holdMag, const zeus::CVector3f& torque, float mag) {
x0_player.ApplyTorqueWR(torque * ((holdMag - x0_player.GetAngularVelocityWR().getVector().magnitude()) * mag));
}

View File

@ -250,7 +250,7 @@ public:
const CStateManager& mgr);
float CalculateSurfaceFriction() const;
void ApplyGravity(CStateManager& mgr);
void SpinToSpeed(float holdMag, zeus::CVector3f torque, float mag);
void SpinToSpeed(float holdMag, const zeus::CVector3f& torque, float mag);
float ComputeMaxSpeed() const;
void Touch(CActor& actor, CStateManager& mgr);
bool IsClimbable(const CCollisionInfo& cinfo) const;