refactor: byebye using namespace std

shoo
This commit is contained in:
Tropical
2026-03-06 12:16:41 -06:00
parent 2ed4b1fe9e
commit bc7d4ff1d8
319 changed files with 321 additions and 321 deletions
+1 -1
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@@ -7,7 +7,7 @@
class Level;
class TileEntity;
class Entity;
using namespace std;
class ClipChunk
{
@@ -3,7 +3,7 @@
#include "../../../Minecraft.World/Entities/Entity.h"
#include "../../../Minecraft.World/Util/JavaIntHash.h"
class font;
using namespace std;
class EntityRenderDispatcher
{
@@ -11,7 +11,7 @@ class Level;
class AABB;
class IconRegister;
using namespace std;
class EntityRenderDispatcher;
class Font;
@@ -1,7 +1,7 @@
#pragma once
#include "EntityRenderer.h"
class Mob;
using namespace std;
#define PLAYER_NAME_READABLE_FULLSCREEN 16
#define PLAYER_NAME_READABLE_DISTANCE_SPLITSCREEN 8
@@ -1,6 +1,6 @@
#pragma once
#include "TileEntityRenderer.h"
using namespace std;
class MobSpawnerRenderer : public TileEntityRenderer
{
@@ -2,7 +2,7 @@
#include "MobRenderer.h"
#include "../../../Minecraft.World/Player/Player.h"
class HumanoidModel;
using namespace std;
class PlayerRenderer : public MobRenderer
{
+1 -1
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@@ -24,7 +24,7 @@ class Particle;
class BlockDestructionProgress;
class IconRegister;
class Tesselator;
using namespace std;
// AP - this is a system that works out which chunks actually need to be grouped together via the deferral system when doing chunk::rebuild. Doing this will reduce the number
// of chunks built in a single group and reduce the chance of seeing through the landscape when digging near the edges/corners of a chunk.
+1 -1
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@@ -1,5 +1,5 @@
#pragma once
using namespace std;
#include "../../../Minecraft.World/Util/Random.h"
#include "SkinBox.h"
class Mob;
@@ -3,7 +3,7 @@
class GuiParticle;
class Minecraft;
using namespace std;
class GuiParticles : public GuiComponent
{
@@ -1,5 +1,5 @@
#pragma once
using namespace std;
#include "../../../Minecraft.World/Entities/Entity.h"
#include "../../../Minecraft.World/Util/ParticleTypes.h"
@@ -1,12 +1,12 @@
#pragma once
using namespace std;
class Particle;
class Level;
class Textures;
class Entity;
class Random;
using namespace std;
class ParticleEngine
{