Remove AUTO_VAR macro and _toString function (#592)
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@@ -29,9 +29,9 @@ Explosion::Explosion(Level *level, shared_ptr<Entity> source, double x, double y
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Explosion::~Explosion()
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{
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delete random;
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for(AUTO_VAR(it, hitPlayers.begin()); it != hitPlayers.end(); ++it)
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for( auto& it : hitPlayers )
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{
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delete it->second;
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delete it.second;
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}
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}
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@@ -105,17 +105,14 @@ void Explosion::explode()
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vector<shared_ptr<Entity> > entities(levelEntities->begin(), levelEntities->end() );
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Vec3 *center = Vec3::newTemp(x, y, z);
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AUTO_VAR(itEnd, entities.end());
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for (AUTO_VAR(it, entities.begin()); it != itEnd; it++)
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for ( auto& e : entities )
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{
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shared_ptr<Entity> e = *it; //entities->at(i);
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// 4J Stu - If the entity is not in a block that would be blown up, then they should not be damaged
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// Fix for #46606 - TU5: Content: Gameplay: The player can be damaged and killed by explosions behind obsidian walls
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bool canDamage = false;
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for(AUTO_VAR(it2, toBlow.begin()); it2 != toBlow.end(); ++it2)
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for ( auto& it2 : toBlow )
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{
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if(e->bb->intersects(it2->x,it2->y,it2->z,it2->x + 1,it2->y + 1,it2->z + 1))
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if(e->bb->intersects(it2.x,it2.y,it2.z,it2.x + 1,it2.y + 1,it2.z + 1))
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{
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canDamage = true;
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break;
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@@ -192,7 +189,7 @@ void Explosion::finalizeExplosion(bool generateParticles, vector<TilePos> *toBlo
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if( fraction == 0 ) fraction = 1;
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size_t j = toBlowArray->size() - 1;
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//for (size_t j = toBlowArray->size() - 1; j >= 0; j--)
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for(AUTO_VAR(it,toBlowArray->rbegin()); it != toBlowArray->rend(); ++it)
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for (auto it = toBlowArray->rbegin(); it != toBlowArray->rend(); ++it)
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{
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TilePos *tp = &(*it); //&toBlowArray->at(j);
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int xt = tp->x;
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@@ -249,8 +246,7 @@ void Explosion::finalizeExplosion(bool generateParticles, vector<TilePos> *toBlo
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if (fire)
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{
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//for (size_t j = toBlowArray->size() - 1; j >= 0; j--)
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for(AUTO_VAR(it,toBlowArray->rbegin()); it != toBlowArray->rend(); ++it)
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for (auto it = toBlowArray->rbegin(); it != toBlowArray->rend(); ++it)
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{
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TilePos *tp = &(*it); //&toBlowArray->at(j);
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int xt = tp->x;
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@@ -276,7 +272,7 @@ Explosion::playerVec3Map *Explosion::getHitPlayers()
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Vec3 *Explosion::getHitPlayerKnockback( shared_ptr<Player> player )
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{
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AUTO_VAR(it, hitPlayers.find(player));
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auto it = hitPlayers.find(player);
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if(it == hitPlayers.end() ) return Vec3::newTemp(0.0,0.0,0.0);
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