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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/PlayerRenderer.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/PlayerRenderer.cpp')
-rw-r--r--Minecraft.Client/PlayerRenderer.cpp52
1 files changed, 26 insertions, 26 deletions
diff --git a/Minecraft.Client/PlayerRenderer.cpp b/Minecraft.Client/PlayerRenderer.cpp
index c332b41c..a4455c71 100644
--- a/Minecraft.Client/PlayerRenderer.cpp
+++ b/Minecraft.Client/PlayerRenderer.cpp
@@ -13,7 +13,7 @@
#include "..\Minecraft.World\net.minecraft.h"
#include "..\Minecraft.World\StringHelpers.h"
-const unsigned int PlayerRenderer::s_nametagColors[MINECRAFT_NET_MAX_PLAYERS] =
+const unsigned int PlayerRenderer::s_nametagColors[MINECRAFT_NET_MAX_PLAYERS] =
{
0xff000000, // WHITE (represents the "white" player, but using black as the colour)
0xff33cc33, // GREEN
@@ -46,10 +46,10 @@ unsigned int PlayerRenderer::getNametagColour(int index)
return 0xFF000000;
}
-int PlayerRenderer::prepareArmor(shared_ptr<Mob> _player, int layer, float a)
+int PlayerRenderer::prepareArmor(std::shared_ptr<Mob> _player, int layer, float a)
{
// 4J - dynamic cast required because we aren't using templates/generics in our version
- shared_ptr<Player> player = dynamic_pointer_cast<Player>(_player);
+ std::shared_ptr<Player> player = dynamic_pointer_cast<Player>(_player);
// 4J-PB - need to disable rendering armour for some special skins (Daleks)
unsigned int uiAnimOverrideBitmask=player->getAnimOverrideBitmask();
@@ -58,7 +58,7 @@ int PlayerRenderer::prepareArmor(shared_ptr<Mob> _player, int layer, float a)
return -1;
}
- shared_ptr<ItemInstance> itemInstance = player->inventory->getArmor(3 - layer);
+ std::shared_ptr<ItemInstance> itemInstance = player->inventory->getArmor(3 - layer);
if (itemInstance != NULL)
{
Item *item = itemInstance->getItem();
@@ -108,11 +108,11 @@ int PlayerRenderer::prepareArmor(shared_ptr<Mob> _player, int layer, float a)
}
-void PlayerRenderer::prepareSecondPassArmor(shared_ptr<Mob> _player, int layer, float a)
+void PlayerRenderer::prepareSecondPassArmor(std::shared_ptr<Mob> _player, int layer, float a)
{
// 4J - dynamic cast required because we aren't using templates/generics in our version
- shared_ptr<Player> player = dynamic_pointer_cast<Player>(_player);
- shared_ptr<ItemInstance> itemInstance = player->inventory->getArmor(3 - layer);
+ std::shared_ptr<Player> player = dynamic_pointer_cast<Player>(_player);
+ std::shared_ptr<ItemInstance> itemInstance = player->inventory->getArmor(3 - layer);
if (itemInstance != NULL)
{
Item *item = itemInstance->getItem();
@@ -127,14 +127,14 @@ void PlayerRenderer::prepareSecondPassArmor(shared_ptr<Mob> _player, int layer,
}
}
-void PlayerRenderer::render(shared_ptr<Entity> _mob, double x, double y, double z, float rot, float a)
+void PlayerRenderer::render(std::shared_ptr<Entity> _mob, 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<Player> mob = dynamic_pointer_cast<Player>(_mob);
+ std::shared_ptr<Player> mob = dynamic_pointer_cast<Player>(_mob);
if(mob->hasInvisiblePrivilege()) return;
- shared_ptr<ItemInstance> item = mob->inventory->getSelected();
+ std::shared_ptr<ItemInstance> item = mob->inventory->getSelected();
armorParts1->holdingRightHand = armorParts2->holdingRightHand = humanoidModel->holdingRightHand = item != NULL ? 1 : 0;
if (item != NULL)
{
@@ -228,10 +228,10 @@ void PlayerRenderer::render(shared_ptr<Entity> _mob, double x, double y, double
}
-void PlayerRenderer::renderName(shared_ptr<Mob> _mob, double x, double y, double z)
+void PlayerRenderer::renderName(std::shared_ptr<Mob> _mob, double x, double y, double z)
{
// 4J - dynamic cast required because we aren't using templates/generics in our version
- shared_ptr<Player> mob = dynamic_pointer_cast<Player>(_mob);
+ std::shared_ptr<Player> mob = dynamic_pointer_cast<Player>(_mob);
if (Minecraft::renderNames() && mob != entityRenderDispatcher->cameraEntity
&& !mob->isInvisibleTo(Minecraft::GetInstance()->player) ) // 4J-JEV: Todo, move to LivingEntityRenderer.
@@ -256,7 +256,7 @@ void PlayerRenderer::renderName(shared_ptr<Mob> _mob, double x, double y, double
{
if ( app.GetGameSettings(eGameSetting_DisplayHUD)==0 )
{
- // 4J-PB - turn off gamertag render
+ // 4J-PB - turn off gamertag render
return;
}
@@ -316,14 +316,14 @@ void PlayerRenderer::renderName(shared_ptr<Mob> _mob, double x, double y, double
}
-void PlayerRenderer::additionalRendering(shared_ptr<Mob> _mob, float a)
+void PlayerRenderer::additionalRendering(std::shared_ptr<Mob> _mob, float a)
{
MobRenderer::additionalRendering(_mob,a);
// 4J - dynamic cast required because we aren't using templates/generics in our version
- shared_ptr<Player> mob = dynamic_pointer_cast<Player>(_mob);
+ std::shared_ptr<Player> mob = dynamic_pointer_cast<Player>(_mob);
- shared_ptr<ItemInstance> headGear = mob->inventory->getArmor(3);
+ std::shared_ptr<ItemInstance> headGear = mob->inventory->getArmor(3);
if (headGear != NULL)
{
// don't render the pumpkin for the skins
@@ -426,9 +426,9 @@ void PlayerRenderer::additionalRendering(shared_ptr<Mob> _mob, float a)
humanoidModel->renderCloak(1 / 16.0f,true);
glPopMatrix();
}
-
- shared_ptr<ItemInstance> item = mob->inventory->getSelected();
+
+ std::shared_ptr<ItemInstance> item = mob->inventory->getSelected();
if (item != NULL)
{
@@ -438,7 +438,7 @@ void PlayerRenderer::additionalRendering(shared_ptr<Mob> _mob, float a)
if (mob->fishing != NULL)
{
- item = shared_ptr<ItemInstance>( new ItemInstance(Item::stick) );
+ item = std::shared_ptr<ItemInstance>( new ItemInstance(Item::stick) );
}
UseAnim anim = UseAnim_none;//null;
@@ -521,7 +521,7 @@ void PlayerRenderer::additionalRendering(shared_ptr<Mob> _mob, float a)
}
-void PlayerRenderer::scale(shared_ptr<Mob> player, float a)
+void PlayerRenderer::scale(std::shared_ptr<Mob> player, float a)
{
float s = 15 / 16.0f;
glScalef(s, s, s);
@@ -540,10 +540,10 @@ void PlayerRenderer::renderHand()
}
}
-void PlayerRenderer::setupPosition(shared_ptr<Mob> _mob, double x, double y, double z)
+void PlayerRenderer::setupPosition(std::shared_ptr<Mob> _mob, double x, double y, double z)
{
// 4J - dynamic cast required because we aren't using templates/generics in our version
- shared_ptr<Player> mob = dynamic_pointer_cast<Player>(_mob);
+ std::shared_ptr<Player> mob = dynamic_pointer_cast<Player>(_mob);
if (mob->isAlive() && mob->isSleeping())
{
@@ -556,10 +556,10 @@ void PlayerRenderer::setupPosition(shared_ptr<Mob> _mob, double x, double y, dou
}
}
-void PlayerRenderer::setupRotations(shared_ptr<Mob> _mob, float bob, float bodyRot, float a)
+void PlayerRenderer::setupRotations(std::shared_ptr<Mob> _mob, float bob, float bodyRot, float a)
{
// 4J - dynamic cast required because we aren't using templates/generics in our version
- shared_ptr<Player> mob = dynamic_pointer_cast<Player>(_mob);
+ std::shared_ptr<Player> mob = dynamic_pointer_cast<Player>(_mob);
if (mob->isAlive() && mob->isSleeping())
{
@@ -574,11 +574,11 @@ void PlayerRenderer::setupRotations(shared_ptr<Mob> _mob, float bob, float bodyR
}
// 4J Added override to stop rendering shadow if player is invisible
-void PlayerRenderer::renderShadow(shared_ptr<Entity> e, double x, double y, double z, float pow, float a)
+void PlayerRenderer::renderShadow(std::shared_ptr<Entity> e, double x, double y, double z, float pow, float a)
{
if(app.GetGameHostOption(eGameHostOption_HostCanBeInvisible) > 0)
{
- shared_ptr<Player> player = dynamic_pointer_cast<Player>(e);
+ std::shared_ptr<Player> player = dynamic_pointer_cast<Player>(e);
if(player != NULL && player->hasInvisiblePrivilege()) return;
}
EntityRenderer::renderShadow(e,x,y,z,pow,a);