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authorvoid_17 <heroerror3@gmail.com>2026-03-02 15:58:20 +0700
committervoid_17 <heroerror3@gmail.com>2026-03-02 15:58:20 +0700
commit7074f35e4ba831e358117842b99ee35b87f85ae5 (patch)
tree7d440d23473196af3056bf2ff4c59d9e740a06f5 /Minecraft.Client/FireballRenderer.cpp
parentd63f79325f85e014361eb8cf1e41eaebedb1ae71 (diff)
shared_ptr -> std::shared_ptr
This is one of the first commits in a plan to remove all `using namespace std;` lines in the entire codebase as it is considered anti-pattern today.
Diffstat (limited to 'Minecraft.Client/FireballRenderer.cpp')
-rw-r--r--Minecraft.Client/FireballRenderer.cpp8
1 files changed, 4 insertions, 4 deletions
diff --git a/Minecraft.Client/FireballRenderer.cpp b/Minecraft.Client/FireballRenderer.cpp
index 836e8be3..c5f379a6 100644
--- a/Minecraft.Client/FireballRenderer.cpp
+++ b/Minecraft.Client/FireballRenderer.cpp
@@ -12,10 +12,10 @@ FireballRenderer::FireballRenderer(float scale)
this->scale = scale;
}
-void FireballRenderer::render(shared_ptr<Entity> _fireball, double x, double y, double z, float rot, float a)
+void FireballRenderer::render(std::shared_ptr<Entity> _fireball, double x, double y, double z, float rot, float a)
{
// 4J - dynamic cast required because we aren't using templates/generics in our version
- shared_ptr<Fireball> fireball = dynamic_pointer_cast<Fireball>(_fireball);
+ std::shared_ptr<Fireball> fireball = dynamic_pointer_cast<Fireball>(_fireball);
glPushMatrix();
@@ -54,7 +54,7 @@ void FireballRenderer::render(shared_ptr<Entity> _fireball, double x, double y,
}
// 4J Added override. Based on EntityRenderer::renderFlame
-void FireballRenderer::renderFlame(shared_ptr<Entity> e, double x, double y, double z, float a)
+void FireballRenderer::renderFlame(std::shared_ptr<Entity> e, double x, double y, double z, float a)
{
glDisable(GL_LIGHTING);
Icon *tex = Tile::fire->getTextureLayer(0);
@@ -78,7 +78,7 @@ void FireballRenderer::renderFlame(shared_ptr<Entity> e, double x, double y, dou
//glRotatef(-entityRenderDispatcher->playerRotY, 0, 1, 0);
-
+
glRotatef(180 - entityRenderDispatcher->playerRotY, 0, 1, 0);
glRotatef(-entityRenderDispatcher->playerRotX, 1, 0, 0);
glTranslatef(0,0,0.1f);