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Fix non-const iterators in const methods

Lightning_A %!s(int64=4) %!d(string=hai) anos
pai
achega
e4dfa69bcf

+ 4 - 7
editor/animation_track_editor.cpp

@@ -702,8 +702,7 @@ public:
 
 		for (Map<int, List<float>>::Element *E = key_ofs_map.front(); E; E = E->next()) {
 			int key = 0;
-			for (float &F : E->value()) {
-				float key_ofs = F;
+			for (const float &key_ofs : E->value()) {
 				if (from != key_ofs) {
 					key++;
 					continue;
@@ -728,8 +727,7 @@ public:
 		bool change_notify_deserved = false;
 		for (Map<int, List<float>>::Element *E = key_ofs_map.front(); E; E = E->next()) {
 			int track = E->key();
-			for (float &F : E->value()) {
-				float key_ofs = F;
+			for (const float &key_ofs : E->value()) {
 				int key = animation->track_find_key(track, key_ofs, true);
 				ERR_FAIL_COND_V(key == -1, false);
 
@@ -986,8 +984,7 @@ public:
 	bool _get(const StringName &p_name, Variant &r_ret) const {
 		for (Map<int, List<float>>::Element *E = key_ofs_map.front(); E; E = E->next()) {
 			int track = E->key();
-			for (float &F : E->value()) {
-				float key_ofs = F;
+			for (const float &key_ofs : E->value()) {
 				int key = animation->track_find_key(track, key_ofs, true);
 				ERR_CONTINUE(key == -1);
 
@@ -1137,7 +1134,7 @@ public:
 					same_key_type = false;
 				}
 
-				for (float &F : E->value()) {
+				for (const float &F : E->value()) {
 					int key = animation->track_find_key(track, F, true);
 					ERR_FAIL_COND(key == -1);
 					if (first_key < 0) {

+ 2 - 2
scene/animation/animation_blend_tree.cpp

@@ -978,7 +978,7 @@ AnimationNodeBlendTree::ConnectionError AnimationNodeBlendTree::can_connect_node
 
 	for (Map<StringName, Node>::Element *E = nodes.front(); E; E = E->next()) {
 		for (int i = 0; i < E->get().connections.size(); i++) {
-			StringName output = E->get().connections[i];
+			const StringName output = E->get().connections[i];
 			if (output == p_output_node) {
 				return CONNECTION_ERROR_CONNECTION_EXISTS;
 			}
@@ -990,7 +990,7 @@ AnimationNodeBlendTree::ConnectionError AnimationNodeBlendTree::can_connect_node
 void AnimationNodeBlendTree::get_node_connections(List<NodeConnection> *r_connections) const {
 	for (Map<StringName, Node>::Element *E = nodes.front(); E; E = E->next()) {
 		for (int i = 0; i < E->get().connections.size(); i++) {
-			StringName output = E->get().connections[i];
+			const StringName output = E->get().connections[i];
 			if (output != StringName()) {
 				NodeConnection nc;
 				nc.input_node = E->key();