Optimize random turns in dungeongen (#8129)
It turns out there is no need to return the new value and preserve the old one in random_turn, the procedure can be made to modify the value in-place. This saves quite a bunch of parameter and return value copying.
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				@ -494,7 +494,7 @@ void DungeonGen::makeCorridor(v3s16 doorplace, v3s16 doordir,
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		if (partcount >= partlength) {
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			partcount = 0;
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			dir = random_turn(random, dir);
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			random_turn(random, dir);
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			partlength = random.range(1, length);
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@ -655,20 +655,19 @@ v3s16 turn_xz(v3s16 olddir, int t)
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}
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v3s16 random_turn(PseudoRandom &random, v3s16 olddir)
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void random_turn(PseudoRandom &random, v3s16 &dir)
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{
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	int turn = random.range(0, 2);
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	v3s16 dir;
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	if (turn == 0)
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		// Go straight
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		dir = olddir;
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	else if (turn == 1)
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	if (turn == 0) {
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		// Go straight: nothing to do
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		return;
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	} else if (turn == 1) {
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		// Turn right
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		dir = turn_xz(olddir, 0);
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	else
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		dir = turn_xz(dir, 0);
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	} else {
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		// Turn left
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		dir = turn_xz(olddir, 1);
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	return dir;
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		dir = turn_xz(dir, 1);
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	}
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}
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@ -34,7 +34,7 @@ class NodeDefManager;
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v3s16 rand_ortho_dir(PseudoRandom &random, bool diagonal_dirs);
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v3s16 turn_xz(v3s16 olddir, int t);
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v3s16 random_turn(PseudoRandom &random, v3s16 olddir);
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void random_turn(PseudoRandom &random, v3s16 &dir);
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int dir_to_facedir(v3s16 d);
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