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https://git.huckle.dev/Huckles-Minecraft-Archive/4jcraft.git
synced 2026-09-24 20:20:47 +00:00
refactor: byebye using namespace std
shoo
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@@ -7,7 +7,7 @@
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class Level;
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class TileEntity;
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class Entity;
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using namespace std;
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class ClipChunk
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{
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@@ -3,7 +3,7 @@
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#include "../../../Minecraft.World/Entities/Entity.h"
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#include "../../../Minecraft.World/Util/JavaIntHash.h"
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class font;
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using namespace std;
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class EntityRenderDispatcher
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{
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@@ -11,7 +11,7 @@ class Level;
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class AABB;
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class IconRegister;
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using namespace std;
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class EntityRenderDispatcher;
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class Font;
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@@ -1,7 +1,7 @@
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#pragma once
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#include "EntityRenderer.h"
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class Mob;
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using namespace std;
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#define PLAYER_NAME_READABLE_FULLSCREEN 16
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#define PLAYER_NAME_READABLE_DISTANCE_SPLITSCREEN 8
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@@ -1,6 +1,6 @@
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#pragma once
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#include "TileEntityRenderer.h"
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using namespace std;
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class MobSpawnerRenderer : public TileEntityRenderer
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{
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@@ -2,7 +2,7 @@
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#include "MobRenderer.h"
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#include "../../../Minecraft.World/Player/Player.h"
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class HumanoidModel;
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using namespace std;
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class PlayerRenderer : public MobRenderer
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{
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@@ -24,7 +24,7 @@ class Particle;
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class BlockDestructionProgress;
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class IconRegister;
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class Tesselator;
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using namespace std;
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// 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
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// 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.
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@@ -1,5 +1,5 @@
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#pragma once
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using namespace std;
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#include "../../../Minecraft.World/Util/Random.h"
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#include "SkinBox.h"
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class Mob;
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@@ -3,7 +3,7 @@
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class GuiParticle;
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class Minecraft;
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using namespace std;
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class GuiParticles : public GuiComponent
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{
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@@ -1,5 +1,5 @@
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#pragma once
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using namespace std;
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#include "../../../Minecraft.World/Entities/Entity.h"
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#include "../../../Minecraft.World/Util/ParticleTypes.h"
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@@ -1,12 +1,12 @@
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#pragma once
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using namespace std;
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class Particle;
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class Level;
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class Textures;
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class Entity;
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class Random;
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using namespace std;
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class ParticleEngine
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{
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