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
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#pragma once
using namespace std;
#include "ChunkSource.h"
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#pragma once
using namespace std;
class TileEntity;
#include "../../Player/Player.h"
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#pragma once
using namespace std;
#include "Storage/LevelSource.h"
#include "../Util/LightLayer.h"
#include "ChunkPos.h"
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#pragma once
using namespace std;
class DataLayer;
class TileEntity;
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#pragma once
using namespace std;
#include "../Util/Exceptions.h"
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#pragma once
using namespace std;
class Player;
class CompoundTag;
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#pragma once
using namespace std;
#include "ChunkSource.h"
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#pragma once
using namespace std;
#ifdef _LARGE_WORLDS
// 51 maps per player (7x7 overworld, 1 nether, 1 end) * 100 players rounded up to power of 2
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#pragma once
using namespace std;
#include "LevelStorageSource.h"
#include "../../IO/Files/File.h"
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#pragma once
using namespace std;
#include "../../Entities/Entity.h"
#include "../../Util/JavaIntHash.h"
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#pragma once
using namespace std;
#include "../../IO/Files/ConsoleSavePath.h"
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#pragma once
using namespace std;
#include "LevelStorage.h"
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#pragma once
using namespace std;
#include "../../Build/stdafx.h"
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#pragma once
using namespace std;
class GameType;
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#pragma once
using namespace std;
#include "../../Headers/net.minecraft.world.level.h"
class LevelType
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#pragma once
using namespace std;
#include "ChunkStorage.h"
#include "../LevelChunk.h"
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#pragma once
using namespace std;
#include "DirectoryLevelStorage.h"
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#pragma once
using namespace std;
#include "DirectoryLevelStorageSource.h"
#include "../../IO/Files/FileFilter.h"
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#pragma once
using namespace std;
#include "../ChunkSource.h"
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#pragma once
using namespace std;
#include "LevelStorage.h"
#include "PlayerIO.h"
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#pragma once
using namespace std;
#include "LevelStorageSource.h"
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#pragma once
using namespace std;
#include "LevelStorage.h"
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#pragma once
using namespace std;
// If we have more than MAX_PLAYER_DATA_SAVES player.dat's then we delete the oldest ones
// This value can be no higher than MAXIMUM_MAP_SAVE_DATA/3 (3 being the number of dimensions in future versions)
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#pragma once
#include "../../IO/Streams/Compression.h"
#include "../../IO/Streams/InputOutputStream.h"
using namespace std;
class FileEntry;
class ConsoleSaveFile;
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#pragma once
using namespace std;
#include "../../Util/Class.h"
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#pragma once
using namespace std;
class ConsoleSaveFile;
#include "SavedData.h"
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// 4J Stu - There are changes to this class for 1.8.2, but since we never use it anyway lets not worry about it
using namespace std;
class ZoneFile;
class ZoneIo;