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Little optimization on getAdded/Removed activeobjects per player loop.
Use std::queue instead of std::set, we don't need such a heavy container. Don't convert position to int to convert it back to float in the next function.
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@@ -265,19 +265,19 @@ public:
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Find out what new objects have been added to
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inside a radius around a position
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*/
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void getAddedActiveObjects(v3s16 pos, s16 radius,
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void getAddedActiveObjects(Player *player, s16 radius,
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s16 player_radius,
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std::set<u16> ¤t_objects,
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std::set<u16> &added_objects);
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std::queue<u16> &added_objects);
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/*
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Find out what new objects have been removed from
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inside a radius around a position
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*/
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void getRemovedActiveObjects(v3s16 pos, s16 radius,
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void getRemovedActiveObjects(Player* player, s16 radius,
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s16 player_radius,
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std::set<u16> ¤t_objects,
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std::set<u16> &removed_objects);
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std::queue<u16> &removed_objects);
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/*
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Get the next message emitted by some active object.
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