shared_ptr -> std::shared_ptr

This is one of the first commits in a plan to remove all `using namespace std;` lines in the entire codebase as it is considered anti-pattern today.
This commit is contained in:
void_17
2026-03-02 15:58:20 +07:00
parent d63f79325f
commit 7074f35e4b
1373 changed files with 12054 additions and 12054 deletions

View File

@@ -33,7 +33,7 @@ HRESULT CXuiSceneInventory::OnInit( XUIMessageInit *pInitData, BOOL &bHandled )
{
if(m_bSplitscreen)
{
app.AdjustSplitscreenScene(m_hObj,&m_OriginalPosition,m_iPad);
app.AdjustSplitscreenScene(m_hObj,&m_OriginalPosition,m_iPad);
}
}
@@ -57,7 +57,7 @@ HRESULT CXuiSceneInventory::OnInit( XUIMessageInit *pInitData, BOOL &bHandled )
initData->player->awardStat(GenericStats::openInventory(), GenericStats::param_noArgs());
CXuiSceneAbstractContainer::Initialize( initData->iPad, menu, false, InventoryMenu::INV_SLOT_START, eSectionInventoryUsing, eSectionInventoryMax, initData->bNavigateBack );
delete initData;
float fWidth;
@@ -86,7 +86,7 @@ HRESULT CXuiSceneInventory::OnDestroy()
}
// 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.
// 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)
// 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)
if(Minecraft::GetInstance()->localplayers[m_iPad] != NULL) Minecraft::GetInstance()->localplayers[m_iPad]->closeContainer();
return S_OK;
}
@@ -154,7 +154,7 @@ void CXuiSceneInventory::updateEffectsDisplay()
{
// Update with the current effects
Minecraft *pMinecraft = Minecraft::GetInstance();
shared_ptr<LocalPlayer> player = pMinecraft->localplayers[m_iPad];
std::shared_ptr<LocalPlayer> player = pMinecraft->localplayers[m_iPad];
if(player == NULL) return;
@@ -185,7 +185,7 @@ void CXuiSceneInventory::updateEffectsDisplay()
if(i > 0) position.y -= fNextEffectYOffset; // Stack from the bottom
m_hEffectDisplayA[i]->SetPosition(&position);
MobEffectInstance *effect = *it;
MobEffect *mobEffect = MobEffect::effects[effect->getId()];