Remove AUTO_VAR macro and _toString function (#592)
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@@ -78,10 +78,8 @@ void VillageSiege::tick()
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bool VillageSiege::tryToSetupSiege()
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{
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vector<shared_ptr<Player> > *players = &level->players;
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//for (Player player : players)
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for(AUTO_VAR(it, players->begin()); it != players->end(); ++it)
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for(auto& player : *players)
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{
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shared_ptr<Player> player = *it;
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shared_ptr<Village> _village = level->villages->getClosestVillage((int) player->x, (int) player->y, (int) player->z, 1);
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village = _village;
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@@ -103,9 +101,8 @@ bool VillageSiege::tryToSetupSiege()
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overlaps = false;
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vector<shared_ptr<Village> > *villages = level->villages->getVillages();
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//for (Village v : level.villages.getVillages())
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for(AUTO_VAR(itV, villages->begin()); itV != villages->end(); ++itV)
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for(auto& v : *villages)
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{
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shared_ptr<Village>v = *itV;
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if (v == _village) continue;
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if (v->isInside(spawnX, spawnY, spawnZ))
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{
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@@ -132,16 +129,11 @@ bool VillageSiege::trySpawn()
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Vec3 *spawnPos = findRandomSpawnPos(spawnX, spawnY, spawnZ);
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if (spawnPos == NULL) return false;
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shared_ptr<Zombie> mob;
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//try
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{
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mob = shared_ptr<Zombie>( new Zombie(level) );
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mob->finalizeMobSpawn(NULL);
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mob->setVillager(false);
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}
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//catch (Exception e) {
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// e.printStackTrace();
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// return false;
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//}
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mob->moveTo(spawnPos->x, spawnPos->y, spawnPos->z, level->random->nextFloat() * 360, 0);
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level->addEntity(mob);
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shared_ptr<Village> _village = village.lock();
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