Use fewer pointers refactor: get rid of visible_world_ in drivenengine. The world is now fully owned by the drivenengine.
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@@ -161,10 +161,6 @@ SharedChannel DrivenEngine::new_incoming_channel() {
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}
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}
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void DrivenEngine::set_visible_world_and_actor(World *w, int64_t id) {
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visible_world_ = w;
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visible_actor_id_ = id;
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}
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void DrivenEngine::stop_driver() {
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stop_driver_ = true;
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@@ -176,11 +172,6 @@ void DrivenEngine::stop_driver() {
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}
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DrivenEngine::DrivenEngine() {
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next_unused_chid_ = 1;
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rescan_lua_source_ = false;
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clock_ = 0.0;
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have_prints_ = false;
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stop_driver_ = false;
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}
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DrivenEngine::~DrivenEngine() {}
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@@ -377,20 +368,20 @@ bool DrivenEngine::drv_get_stop_driver() const {
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}
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int64_t DrivenEngine::drv_get_actor_id() const {
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return visible_actor_id_;
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return actor_id_;
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}
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void DrivenEngine::drv_get_tangibles_near(int64_t tanid, double rx, double ry, double rz, uint32_t *count, int64_t **ids) {
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uint32_t hash1 = eng::memhash();
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scan_result_.clear();
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if ((visible_world_ != 0) && (tanid != 0)) {
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if (world_ && (tanid != 0)) {
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PlaneScan scan;
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scan.set_near(tanid, true);
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scan.set_omit_nowhere(true);
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scan.set_sorted(false);
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scan.set_radius(util::XYZ(rx, ry, rz));
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scan.set_shape(PlaneScan::CYLINDER);
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visible_world_->get_near(scan, &scan_result_);
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world_->get_near(scan, &scan_result_);
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}
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*count = scan_result_.size();
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if (*count > 0) {
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@@ -405,12 +396,12 @@ void DrivenEngine::drv_get_tangibles_near(int64_t tanid, double rx, double ry, d
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void DrivenEngine::drv_get_animation_queues(uint32_t count, const int64_t *ids, uint32_t *lengths, const char **strings) {
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anim_queues_.resize(count);
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if (visible_world_ == nullptr) {
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if (!world_) {
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for (int i = 0; i < int(count); i++) {
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anim_queues_[i] = AnimQueue::get_encoded_blank_queue();
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}
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} else {
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visible_world_->get_encoded_animation_queues(count, ids, anim_queues_);
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world_->get_encoded_animation_queues(count, ids, anim_queues_);
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}
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for (int i = 0; i < int(count); i++) {
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lengths[i] = anim_queues_[i]->size();
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