Revert "Project modernization (#630)"
This code was not tested and breaks in Release builds, reverting to restore
functionality of the nightly. All in-game menus do not work and generating
a world crashes.
This reverts commit a9be52c41a.
This commit is contained in:
@@ -23,7 +23,7 @@ HRESULT CXuiSceneInventory::OnInit( XUIMessageInit *pInitData, BOOL &bHandled )
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Minecraft *pMinecraft = Minecraft::GetInstance();
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InventoryScreenInput *initData = static_cast<InventoryScreenInput *>(pInitData->pvInitData);
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InventoryScreenInput *initData = (InventoryScreenInput *)pInitData->pvInitData;
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m_iPad=initData->iPad;
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m_bSplitscreen=initData->bSplitscreen;
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@@ -38,7 +38,7 @@ HRESULT CXuiSceneInventory::OnInit( XUIMessageInit *pInitData, BOOL &bHandled )
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}
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#ifdef _XBOX
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if( pMinecraft->localgameModes[initData->iPad] != nullptr )
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if( pMinecraft->localgameModes[initData->iPad] != NULL )
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{
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TutorialMode *gameMode = (TutorialMode *)pMinecraft->localgameModes[initData->iPad];
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m_previousTutorialState = gameMode->getTutorial()->getCurrentState();
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@@ -79,15 +79,15 @@ HRESULT CXuiSceneInventory::OnDestroy()
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{
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Minecraft *pMinecraft = Minecraft::GetInstance();
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if( pMinecraft->localgameModes[m_iPad] != nullptr )
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if( pMinecraft->localgameModes[m_iPad] != NULL )
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{
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TutorialMode *gameMode = static_cast<TutorialMode *>(pMinecraft->localgameModes[m_iPad]);
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if(gameMode != nullptr) gameMode->getTutorial()->changeTutorialState(m_previousTutorialState);
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TutorialMode *gameMode = (TutorialMode *)pMinecraft->localgameModes[m_iPad];
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if(gameMode != NULL) gameMode->getTutorial()->changeTutorialState(m_previousTutorialState);
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}
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// 4J Stu - Fix for #11302 - TCR 001: Network Connectivity: Host crashed after being killed by the client while accessing a chest during burst packet loss.
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// We need to make sure that we call closeContainer() anytime this menu is closed, even if it is forced to close by some other reason (like the player dying)
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if(Minecraft::GetInstance()->localplayers[m_iPad] != nullptr) Minecraft::GetInstance()->localplayers[m_iPad]->closeContainer();
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if(Minecraft::GetInstance()->localplayers[m_iPad] != NULL) Minecraft::GetInstance()->localplayers[m_iPad]->closeContainer();
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return S_OK;
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}
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@@ -118,7 +118,7 @@ CXuiControl* CXuiSceneInventory::GetSectionControl( ESceneSection eSection )
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assert( false );
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break;
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}
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return nullptr;
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return NULL;
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}
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CXuiCtrlSlotList* CXuiSceneInventory::GetSectionSlotList( ESceneSection eSection )
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@@ -138,7 +138,7 @@ CXuiCtrlSlotList* CXuiSceneInventory::GetSectionSlotList( ESceneSection eSection
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assert( false );
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break;
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}
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return nullptr;
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return NULL;
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}
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// 4J Stu - Added to support auto-save. Need to re-associate on a navigate back
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@@ -156,12 +156,12 @@ void CXuiSceneInventory::updateEffectsDisplay()
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Minecraft *pMinecraft = Minecraft::GetInstance();
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shared_ptr<LocalPlayer> player = pMinecraft->localplayers[m_iPad];
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if(player == nullptr) return;
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if(player == NULL) return;
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vector<MobEffectInstance *> *activeEffects = player->getActiveEffects();
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// Work out how to arrange the effects
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int effectCount = static_cast<int>(activeEffects->size());
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int effectCount = (int)activeEffects->size();
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// Total size of all effects + spacing, minus spacing for the last effect
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float fHeight = (effectCount * m_effectDisplaySpacing) - (m_effectDisplaySpacing - m_effectDisplayHeight);
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