refactor: unglob std::shared_ptr

This commit is contained in:
Tropical
2026-03-06 11:20:45 -06:00
parent 0dd1654dec
commit 67ceccf2d4
1065 changed files with 5754 additions and 5749 deletions

View File

@@ -158,7 +158,7 @@ ItemInHandRenderer::ItemInHandRenderer(Minecraft *mc, bool optimisedMinimap)
}
void ItemInHandRenderer::renderItem(shared_ptr<Mob> mob, shared_ptr<ItemInstance> item, int layer, bool setColor/* = true*/)
void ItemInHandRenderer::renderItem(std::shared_ptr<Mob> mob, std::shared_ptr<ItemInstance> item, int layer, bool setColor/* = true*/)
{
// 4J - code borrowed from render method below, although not factoring in brightness as that should already be being taken into account
// by texture lighting. This is for colourising things held in 3rd person view.
@@ -312,14 +312,14 @@ void ItemInHandRenderer::renderItem3D(Tesselator *t, float u0, float v0, float u
void ItemInHandRenderer::render(float a)
{
float h = oHeight + (height - oHeight) * a;
shared_ptr<Player> player = mc->player;
std::shared_ptr<Player> player = mc->player;
// 4J - added so we can adjust the position of the hands for horizontal & vertical split screens
float fudgeX = 0.0f;
float fudgeY = 0.0f;
float fudgeZ = 0.0f;
bool splitHoriz = false;
shared_ptr<LocalPlayer> localPlayer = dynamic_pointer_cast<LocalPlayer>(player);
std::shared_ptr<LocalPlayer> localPlayer = dynamic_pointer_cast<LocalPlayer>(player);
if( localPlayer )
{
if( localPlayer->m_iScreenSection == C4JRender::VIEWPORT_TYPE_SPLIT_BOTTOM ||
@@ -353,7 +353,7 @@ void ItemInHandRenderer::render(float a)
glRotatef((yr - yrr) * 0.1f, 0, 1, 0);
}
shared_ptr<ItemInstance> item = selectedItem;
std::shared_ptr<ItemInstance> item = selectedItem;
float br = mc->level->getBrightness(Mth::floor(player->x), Mth::floor(player->y), Mth::floor(player->z));
// 4J - change brought forward from 1.8.2
@@ -433,7 +433,7 @@ void ItemInHandRenderer::render(float a)
glScalef(ss, ss, ss);
// Can't turn off the hand if the player is holding a map
shared_ptr<ItemInstance> itemInstance = player->inventory->getSelected();
std::shared_ptr<ItemInstance> itemInstance = player->inventory->getSelected();
if ((itemInstance && (itemInstance->getItem()->id==Item::map_Id)) || app.GetGameSettings(localPlayer->GetXboxPad(),eGameSetting_DisplayHand)!=0 )
{
playerRenderer->renderHand();
@@ -477,7 +477,7 @@ void ItemInHandRenderer::render(float a)
t->vertexUV((float)(0 - vo), (float)( 0 - vo), (float)( 0), (float)( 0), (float)( 0));
t->end();
shared_ptr<MapItemSavedData> data = Item::map->getSavedData(item, mc->level);
std::shared_ptr<MapItemSavedData> data = Item::map->getSavedData(item, mc->level);
PIXBeginNamedEvent(0,"Minimap render");
if(data != NULL) minimap->render(mc->player, mc->textures, data, mc->player->entityId);
PIXEndNamedEvent();
@@ -652,7 +652,7 @@ void ItemInHandRenderer::render(float a)
glScalef(ss, ss, ss);
MemSect(31);
// Can't turn off the hand if the player is holding a map
shared_ptr<ItemInstance> itemInstance = player->inventory->getSelected();
std::shared_ptr<ItemInstance> itemInstance = player->inventory->getSelected();
if ( (itemInstance && (itemInstance->getItem()->id==Item::map_Id)) || app.GetGameSettings(localPlayer->GetXboxPad(),eGameSetting_DisplayHand)!=0 )
{
@@ -837,8 +837,8 @@ void ItemInHandRenderer::tick()
oHeight = height;
shared_ptr<Player> player = mc->player;
shared_ptr<ItemInstance> nextTile = player->inventory->getSelected();
std::shared_ptr<Player> player = mc->player;
std::shared_ptr<ItemInstance> nextTile = player->inventory->getSelected();
bool matches = lastSlot == player->inventory->selected && nextTile == selectedItem;
if (selectedItem == NULL && nextTile == NULL)