Remove AUTO_VAR macro and _toString function (#592)
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@@ -11,16 +11,16 @@ UpdatePlayerRuleDefinition::UpdatePlayerRuleDefinition()
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{
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m_bUpdateHealth = m_bUpdateFood = m_bUpdateYRot = false;;
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m_health = 0;
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m_food = 0;
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m_food = 0;
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m_spawnPos = NULL;
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m_yRot = 0.0f;
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}
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UpdatePlayerRuleDefinition::~UpdatePlayerRuleDefinition()
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{
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for(AUTO_VAR(it, m_items.begin()); it != m_items.end(); ++it)
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for(auto& item : m_items)
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{
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delete *it;
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delete item;
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}
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}
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@@ -33,34 +33,34 @@ void UpdatePlayerRuleDefinition::writeAttributes(DataOutputStream *dos, UINT num
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GameRuleDefinition::writeAttributes(dos, numAttributes + attrCount );
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ConsoleGameRules::write(dos, ConsoleGameRules::eGameRuleAttr_spawnX);
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dos->writeUTF(_toString(m_spawnPos->x));
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dos->writeUTF(std::to_wstring(m_spawnPos->x));
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ConsoleGameRules::write(dos, ConsoleGameRules::eGameRuleAttr_spawnY);
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dos->writeUTF(_toString(m_spawnPos->y));
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dos->writeUTF(std::to_wstring(m_spawnPos->y));
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ConsoleGameRules::write(dos, ConsoleGameRules::eGameRuleAttr_spawnZ);
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dos->writeUTF(_toString(m_spawnPos->z));
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dos->writeUTF(std::to_wstring(m_spawnPos->z));
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if(m_bUpdateYRot)
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{
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ConsoleGameRules::write(dos, ConsoleGameRules::eGameRuleAttr_yRot);
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dos->writeUTF(_toString(m_yRot));
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dos->writeUTF(std::to_wstring(m_yRot));
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}
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if(m_bUpdateHealth)
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{
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ConsoleGameRules::write(dos, ConsoleGameRules::eGameRuleAttr_food);
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dos->writeUTF(_toString(m_health));
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dos->writeUTF(std::to_wstring(m_health));
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}
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if(m_bUpdateFood)
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{
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ConsoleGameRules::write(dos, ConsoleGameRules::eGameRuleAttr_health);
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dos->writeUTF(_toString(m_food));
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dos->writeUTF(std::to_wstring(m_food));
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}
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}
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void UpdatePlayerRuleDefinition::getChildren(vector<GameRuleDefinition *> *children)
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{
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GameRuleDefinition::getChildren(children);
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for(AUTO_VAR(it, m_items.begin()); it!=m_items.end(); it++)
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children->push_back(*it);
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for(auto& item : m_items)
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children->push_back(item);
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}
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GameRuleDefinition *UpdatePlayerRuleDefinition::addChild(ConsoleGameRules::EGameRuleType ruleType)
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@@ -162,10 +162,8 @@ void UpdatePlayerRuleDefinition::postProcessPlayer(shared_ptr<Player> player)
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if(m_spawnPos != NULL || m_bUpdateYRot) player->absMoveTo(x,y,z,yRot,xRot);
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for(AUTO_VAR(it, m_items.begin()); it != m_items.end(); ++it)
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for(auto& addItem : m_items)
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{
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AddItemRuleDefinition *addItem = *it;
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addItem->addItemToContainer(player->inventory, -1);
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}
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}
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