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-rw-r--r--scene/main/scene_tree.cpp8
-rw-r--r--scene/main/viewport.cpp2
2 files changed, 5 insertions, 5 deletions
diff --git a/scene/main/scene_tree.cpp b/scene/main/scene_tree.cpp
index adba7f1a31..ea4748da79 100644
--- a/scene/main/scene_tree.cpp
+++ b/scene/main/scene_tree.cpp
@@ -571,8 +571,8 @@ void SceneTree::finalize() {
}
// cleanup timers
- for (Ref<SceneTreeTimer> E : timers) {
- E->release_connections();
+ for (Ref<SceneTreeTimer> &timer : timers) {
+ timer->release_connections();
}
timers.clear();
}
@@ -1146,8 +1146,8 @@ Array SceneTree::get_processed_tweens() {
ret.resize(tweens.size());
int i = 0;
- for (Ref<Tween> E : tweens) {
- ret[i] = E;
+ for (const Ref<Tween> &tween : tweens) {
+ ret[i] = tween;
i++;
}
diff --git a/scene/main/viewport.cpp b/scene/main/viewport.cpp
index 4231072ed9..27e42db1bd 100644
--- a/scene/main/viewport.cpp
+++ b/scene/main/viewport.cpp
@@ -573,7 +573,7 @@ void Viewport::_process_picking() {
// if no mouse event exists, create a motion one. This is necessary because objects or camera may have moved.
// while this extra event is sent, it is checked if both camera and last object and last ID did not move. If nothing changed, the event is discarded to avoid flooding with unnecessary motion events every frame
bool has_mouse_event = false;
- for (Ref<InputEvent> m : physics_picking_events) {
+ for (const Ref<InputEvent> &m : physics_picking_events) {
if (m.is_valid()) {
has_mouse_event = true;
break;