refactor: expand AUTO_VAR macro

This commit is contained in:
Tropical
2026-03-29 23:59:05 -05:00
parent a330ecdcbb
commit e45151ae64
201 changed files with 1051 additions and 1055 deletions

View File

@@ -721,7 +721,7 @@ void Entity::move(double xa, double ya, double za,
level->getCubes(shared_from_this(), &expanded, noEntityCubes, true);
// LAND FIRST, then x and z
AUTO_VAR(itEndAABB, aABBs->end());
auto itEndAABB = aABBs->end();
// 4J Stu - Particles (and possibly other entities) don't have xChunk and
// zChunk set, so calculate the chunk instead
@@ -731,7 +731,7 @@ void Entity::move(double xa, double ya, double za,
// 4J Stu - It's horrible that the client is doing any movement at all!
// But if we don't have the chunk data then all the collision info will
// be incorrect as well
for (AUTO_VAR(it, aABBs->begin()); it != itEndAABB; it++)
for (auto it = aABBs->begin(); it != itEndAABB; it++)
ya = it->clipYCollide(bb, ya);
bb = bb.move(0, ya, 0);
}
@@ -743,7 +743,7 @@ void Entity::move(double xa, double ya, double za,
bool og = onGround || (yaOrg != ya && yaOrg < 0);
itEndAABB = aABBs->end();
for (AUTO_VAR(it, aABBs->begin()); it != itEndAABB; it++)
for (auto it = aABBs->begin(); it != itEndAABB; it++)
xa = it->clipXCollide(bb, xa);
bb = bb.move(xa, 0, 0);
@@ -753,7 +753,7 @@ void Entity::move(double xa, double ya, double za,
}
itEndAABB = aABBs->end();
for (AUTO_VAR(it, aABBs->begin()); it != itEndAABB; it++)
for (auto it = aABBs->begin(); it != itEndAABB; it++)
za = it->clipZCollide(bb, za);
bb = bb.move(0, 0, za);
@@ -788,7 +788,7 @@ void Entity::move(double xa, double ya, double za,
// 4J Stu - It's horrible that the client is doing any movement at
// all! But if we don't have the chunk data then all the collision
// info will be incorrect as well
for (AUTO_VAR(it, aABBs->begin()); it != itEndAABB; it++)
for (auto it = aABBs->begin(); it != itEndAABB; it++)
ya = it->clipYCollide(bb, ya);
bb = bb.move(0, ya, 0);
}
@@ -798,7 +798,7 @@ void Entity::move(double xa, double ya, double za,
}
itEndAABB = aABBs->end();
for (AUTO_VAR(it, aABBs->begin()); it != itEndAABB; it++)
for (auto it = aABBs->begin(); it != itEndAABB; it++)
xa = it->clipXCollide(bb, xa);
bb = bb.move(xa, 0, 0);
@@ -807,7 +807,7 @@ void Entity::move(double xa, double ya, double za,
}
itEndAABB = aABBs->end();
for (AUTO_VAR(it, aABBs->begin()); it != itEndAABB; it++)
for (auto it = aABBs->begin(); it != itEndAABB; it++)
za = it->clipZCollide(bb, za);
bb = bb.move(0, 0, za);
@@ -821,7 +821,7 @@ void Entity::move(double xa, double ya, double za,
ya = -footSize;
// LAND FIRST, then x and z
itEndAABB = aABBs->end();
for (AUTO_VAR(it, aABBs->begin()); it != itEndAABB; it++)
for (auto it = aABBs->begin(); it != itEndAABB; it++)
ya = it->clipYCollide(bb, ya);
bb = bb.move(0, ya, 0);
}
@@ -1524,8 +1524,8 @@ void Entity::lerpTo(double x, double y, double z, float yRot, float xRot,
AABBList* collisions = level->getCubes(shared_from_this(), &shrunk);
if (!collisions->empty()) {
double yTop = 0;
AUTO_VAR(itEnd, collisions->end());
for (AUTO_VAR(it, collisions->begin()); it != itEnd; it++) {
auto itEnd = collisions->end();
for (auto it = collisions->begin(); it != itEnd; it++) {
if (it->y1 > yTop) yTop = it->y1;
}