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Client & ClientEnvirnment: don't create fake events (#5676)
Instead of create fake events on the stack on each loop call (Game::run), verify is queue is empty or not and handle event directly if there is. This prevents fake ClientEvent creation & memory allocations Same fix is also applied on ClientEnvironment, & rename getClientEvent to getClientEnvEvent to match ClientEnvEvent object
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@@ -126,8 +126,9 @@ public:
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void getActiveObjects(v3f origin, f32 max_d,
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std::vector<DistanceSortedActiveObject> &dest);
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// Get event from queue. CEE_NONE is returned if queue is empty.
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ClientEnvEvent getClientEvent();
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bool hasClientEnvEvents() const { return !m_client_event_queue.empty(); }
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// Get event from queue. If queue is empty, it triggers an assertion failure.
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ClientEnvEvent getClientEnvEvent();
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/*!
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* Gets closest object pointed by the shootline.
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