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authorModMaker101 <119018978+ModMaker101@users.noreply.github.com>2026-03-08 19:08:36 -0400
committerGitHub <noreply@github.com>2026-03-08 18:08:36 -0500
commit28614b922fb77149a54da1a87bebfbc98736f296 (patch)
tree7f828ba86a4ee18d0a80d29de64f6199a5412512 /Minecraft.Client/Common/XUI/XUI_Scene_Inventory.cpp
parent88798b501d0cf6287b6f87acb2592676e3cec58d (diff)
Modernize project codebase (#906)
* Fixed boats falling and a TP glitch #266 * Replaced every C-style cast with C++ ones * Replaced every C-style cast with C++ ones * Fixed boats falling and a TP glitch #266 * Updated NULL to nullptr and fixing some type issues * Modernized and fixed a few bugs - Replaced most instances of `NULL` with `nullptr`. - Replaced most `shared_ptr(new ...)` with `make_shared`. - Removed the `nullptr` macro as it was interfering with the actual nullptr keyword in some instances. * Fixing more conflicts * Replace int loops with size_t and start work on overrides * Add safety checks and fix a issue with vector going OOR
Diffstat (limited to 'Minecraft.Client/Common/XUI/XUI_Scene_Inventory.cpp')
-rw-r--r--Minecraft.Client/Common/XUI/XUI_Scene_Inventory.cpp20
1 files changed, 10 insertions, 10 deletions
diff --git a/Minecraft.Client/Common/XUI/XUI_Scene_Inventory.cpp b/Minecraft.Client/Common/XUI/XUI_Scene_Inventory.cpp
index 6024b8d6..e86ff67e 100644
--- a/Minecraft.Client/Common/XUI/XUI_Scene_Inventory.cpp
+++ b/Minecraft.Client/Common/XUI/XUI_Scene_Inventory.cpp
@@ -23,7 +23,7 @@ HRESULT CXuiSceneInventory::OnInit( XUIMessageInit *pInitData, BOOL &bHandled )
Minecraft *pMinecraft = Minecraft::GetInstance();
- InventoryScreenInput *initData = (InventoryScreenInput *)pInitData->pvInitData;
+ InventoryScreenInput *initData = static_cast<InventoryScreenInput *>(pInitData->pvInitData);
m_iPad=initData->iPad;
m_bSplitscreen=initData->bSplitscreen;
@@ -38,7 +38,7 @@ HRESULT CXuiSceneInventory::OnInit( XUIMessageInit *pInitData, BOOL &bHandled )
}
#ifdef _XBOX
- if( pMinecraft->localgameModes[initData->iPad] != NULL )
+ if( pMinecraft->localgameModes[initData->iPad] != nullptr )
{
TutorialMode *gameMode = (TutorialMode *)pMinecraft->localgameModes[initData->iPad];
m_previousTutorialState = gameMode->getTutorial()->getCurrentState();
@@ -79,15 +79,15 @@ HRESULT CXuiSceneInventory::OnDestroy()
{
Minecraft *pMinecraft = Minecraft::GetInstance();
- if( pMinecraft->localgameModes[m_iPad] != NULL )
+ if( pMinecraft->localgameModes[m_iPad] != nullptr )
{
- TutorialMode *gameMode = (TutorialMode *)pMinecraft->localgameModes[m_iPad];
- if(gameMode != NULL) gameMode->getTutorial()->changeTutorialState(m_previousTutorialState);
+ TutorialMode *gameMode = static_cast<TutorialMode *>(pMinecraft->localgameModes[m_iPad]);
+ if(gameMode != nullptr) gameMode->getTutorial()->changeTutorialState(m_previousTutorialState);
}
// 4J Stu - Fix for #11302 - TCR 001: Network Connectivity: Host crashed after being killed by the client while accessing a chest during burst packet loss.
// We need to make sure that we call closeContainer() anytime this menu is closed, even if it is forced to close by some other reason (like the player dying)
- if(Minecraft::GetInstance()->localplayers[m_iPad] != NULL) Minecraft::GetInstance()->localplayers[m_iPad]->closeContainer();
+ if(Minecraft::GetInstance()->localplayers[m_iPad] != nullptr) Minecraft::GetInstance()->localplayers[m_iPad]->closeContainer();
return S_OK;
}
@@ -118,7 +118,7 @@ CXuiControl* CXuiSceneInventory::GetSectionControl( ESceneSection eSection )
assert( false );
break;
}
- return NULL;
+ return nullptr;
}
CXuiCtrlSlotList* CXuiSceneInventory::GetSectionSlotList( ESceneSection eSection )
@@ -138,7 +138,7 @@ CXuiCtrlSlotList* CXuiSceneInventory::GetSectionSlotList( ESceneSection eSection
assert( false );
break;
}
- return NULL;
+ return nullptr;
}
// 4J Stu - Added to support auto-save. Need to re-associate on a navigate back
@@ -156,12 +156,12 @@ void CXuiSceneInventory::updateEffectsDisplay()
Minecraft *pMinecraft = Minecraft::GetInstance();
shared_ptr<LocalPlayer> player = pMinecraft->localplayers[m_iPad];
- if(player == NULL) return;
+ if(player == nullptr) return;
vector<MobEffectInstance *> *activeEffects = player->getActiveEffects();
// Work out how to arrange the effects
- int effectCount = (int)activeEffects->size();
+ int effectCount = static_cast<int>(activeEffects->size());
// Total size of all effects + spacing, minus spacing for the last effect
float fHeight = (effectCount * m_effectDisplaySpacing) - (m_effectDisplaySpacing - m_effectDisplayHeight);