Index: source/graphics/Camera.h =================================================================== --- source/graphics/Camera.h +++ source/graphics/Camera.h @@ -1,4 +1,4 @@ -/* Copyright (C) 2013 Wildfire Games. +/* Copyright (C) 2017 Wildfire Games. * This file is part of 0 A.D. * * 0 A.D. is free software: you can redistribute it and/or modify @@ -95,7 +95,7 @@ void LookAt(const CVector3D& camera, const CVector3D& orientation, const CVector3D& up); // Build an orientation matrix from camera position, camera orientation, and up-vector - void LookAlong(CVector3D camera, CVector3D focus, CVector3D up); + void LookAlong(const CVector3D& camera, CVector3D focus, CVector3D up); /** * Render: Renders the camera's frustum in world space. Index: source/graphics/Camera.cpp =================================================================== --- source/graphics/Camera.cpp +++ source/graphics/Camera.cpp @@ -1,4 +1,4 @@ -/* Copyright (C) 2010 Wildfire Games. +/* Copyright (C) 2017 Wildfire Games. * This file is part of 0 A.D. * * 0 A.D. is free software: you can redistribute it and/or modify @@ -357,7 +357,7 @@ LookAlong(camera, delta, up); } -void CCamera::LookAlong(CVector3D camera, CVector3D orientation, CVector3D up) +void CCamera::LookAlong(const CVector3D& camera, CVector3D orientation, CVector3D up) { orientation.Normalize(); up.Normalize(); Index: source/soundmanager/ISoundManager.h =================================================================== --- source/soundmanager/ISoundManager.h +++ source/soundmanager/ISoundManager.h @@ -1,4 +1,4 @@ -/* Copyright (C) 2014 Wildfire Games. +/* Copyright (C) 2017 Wildfire Games. * This file is part of 0 A.D. * * 0 A.D. is free software: you can redistribute it and/or modify @@ -47,7 +47,7 @@ virtual void PlayAsUI(const VfsPath& itemPath, bool looping) = 0; virtual void PlayAsMusic(const VfsPath& itemPath, bool looping) = 0; virtual void PlayAsAmbient(const VfsPath& itemPath, bool looping) = 0; - virtual void PlayAsGroup(const VfsPath& groupPath, CVector3D sourcePos, entity_id_t source, bool ownedSound) = 0; + virtual void PlayAsGroup(const VfsPath& groupPath, const CVector3D& sourcePos, entity_id_t source, bool ownedSound) = 0; virtual bool InDistress() = 0; }; Index: source/soundmanager/SoundManager.h =================================================================== --- source/soundmanager/SoundManager.h +++ source/soundmanager/SoundManager.h @@ -1,4 +1,4 @@ -/* Copyright (C) 2015 Wildfire Games. +/* Copyright (C) 2017 Wildfire Games. * This file is part of 0 A.D. * * 0 A.D. is free software: you can redistribute it and/or modify @@ -137,7 +137,7 @@ void PlayAsMusic(const VfsPath& itemPath, bool looping); void PlayAsAmbient(const VfsPath& itemPath, bool looping); void PlayAsUI(const VfsPath& itemPath, bool looping); - void PlayAsGroup(const VfsPath& groupPath, CVector3D sourcePos, entity_id_t source, bool ownedSound); + void PlayAsGroup(const VfsPath& groupPath, const CVector3D& sourcePos, entity_id_t source, bool ownedSound); void PlayGroupItem(ISoundItem* anItem, ALfloat groupGain); Index: source/soundmanager/SoundManager.cpp =================================================================== --- source/soundmanager/SoundManager.cpp +++ source/soundmanager/SoundManager.cpp @@ -1,4 +1,4 @@ -/* Copyright (C) 2015 Wildfire Games. +/* Copyright (C) 2017 Wildfire Games. * This file is part of 0 A.D. * * 0 A.D. is free software: you can redistribute it and/or modify @@ -639,7 +639,7 @@ m_MusicEnabled = isEnabled; } -void CSoundManager::PlayAsGroup(const VfsPath& groupPath, CVector3D sourcePos, entity_id_t source, bool ownedSound) +void CSoundManager::PlayAsGroup(const VfsPath& groupPath, const CVector3D& sourcePos, entity_id_t source, bool ownedSound) { // Make sure the sound group is loaded CSoundGroup* group;