diff options
| author | void_17 <heroerror3@gmail.com> | 2026-03-02 15:58:20 +0700 |
|---|---|---|
| committer | void_17 <heroerror3@gmail.com> | 2026-03-02 15:58:20 +0700 |
| commit | 7074f35e4ba831e358117842b99ee35b87f85ae5 (patch) | |
| tree | 7d440d23473196af3056bf2ff4c59d9e740a06f5 /Minecraft.Client/PlayerRenderer.cpp | |
| parent | d63f79325f85e014361eb8cf1e41eaebedb1ae71 (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.cpp | 52 |
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); |
