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.
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@@ -87,7 +87,7 @@ ItemInHandRenderer::ItemInHandRenderer(Minecraft *mc, bool optimisedMinimap)
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t->vertexUV(x0, y1, z1, u, v);
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t->vertexUV(x0, y1, z0, u, v);
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t->vertexUV(x1, y1, z0, u, v);
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}
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}
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t->end();
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glEndList();
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}
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@@ -150,7 +150,7 @@ ItemInHandRenderer::ItemInHandRenderer(Minecraft *mc, bool optimisedMinimap)
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t->vertexUV(x0, y1, z1, u0, v1);
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t->vertexUV(x0, y1, z0, u0, v1);
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t->vertexUV(x1, y1, z0, u1, v1);
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}
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}
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t->end();
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glDepthFunc(GL_LEQUAL);
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glEndList();
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@@ -158,7 +158,7 @@ ItemInHandRenderer::ItemInHandRenderer(Minecraft *mc, bool optimisedMinimap)
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}
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void ItemInHandRenderer::renderItem(shared_ptr<Mob> mob, shared_ptr<ItemInstance> item, int layer, bool setColor/* = true*/)
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void ItemInHandRenderer::renderItem(std::shared_ptr<Mob> mob, std::shared_ptr<ItemInstance> item, int layer, bool setColor/* = true*/)
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{
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// 4J - code borrowed from render method below, although not factoring in brightness as that should already be being taken into account
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// by texture lighting. This is for colourising things held in 3rd person view.
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@@ -203,7 +203,7 @@ void ItemInHandRenderer::renderItem(shared_ptr<Mob> mob, shared_ptr<ItemInstance
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MemSect(0);
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Tesselator *t = Tesselator::getInstance();
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// Consider forcing the mipmap LOD level to use, if this is to be rendered from a larger than standard source texture.
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// Consider forcing the mipmap LOD level to use, if this is to be rendered from a larger than standard source texture.
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int iconWidth = icon->getWidth();
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int LOD = -1; // Default to not doing anything special with LOD forcing
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if( iconWidth == 32 )
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@@ -312,14 +312,14 @@ void ItemInHandRenderer::renderItem3D(Tesselator *t, float u0, float v0, float u
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void ItemInHandRenderer::render(float a)
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{
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float h = oHeight + (height - oHeight) * a;
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shared_ptr<Player> player = mc->player;
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std::shared_ptr<Player> player = mc->player;
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// 4J - added so we can adjust the position of the hands for horizontal & vertical split screens
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float fudgeX = 0.0f;
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float fudgeY = 0.0f;
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float fudgeZ = 0.0f;
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bool splitHoriz = false;
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shared_ptr<LocalPlayer> localPlayer = dynamic_pointer_cast<LocalPlayer>(player);
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std::shared_ptr<LocalPlayer> localPlayer = dynamic_pointer_cast<LocalPlayer>(player);
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if( localPlayer )
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{
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if( localPlayer->m_iScreenSection == C4JRender::VIEWPORT_TYPE_SPLIT_BOTTOM ||
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@@ -353,7 +353,7 @@ void ItemInHandRenderer::render(float a)
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glRotatef((yr - yrr) * 0.1f, 0, 1, 0);
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}
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shared_ptr<ItemInstance> item = selectedItem;
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std::shared_ptr<ItemInstance> item = selectedItem;
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float br = mc->level->getBrightness(Mth::floor(player->x), Mth::floor(player->y), Mth::floor(player->z));
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// 4J - change brought forward from 1.8.2
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@@ -433,7 +433,7 @@ void ItemInHandRenderer::render(float a)
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glScalef(ss, ss, ss);
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// Can't turn off the hand if the player is holding a map
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shared_ptr<ItemInstance> itemInstance = player->inventory->getSelected();
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std::shared_ptr<ItemInstance> itemInstance = player->inventory->getSelected();
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if ((itemInstance && (itemInstance->getItem()->id==Item::map_Id)) || app.GetGameSettings(localPlayer->GetXboxPad(),eGameSetting_DisplayHand)!=0 )
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{
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playerRenderer->renderHand();
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@@ -477,7 +477,7 @@ void ItemInHandRenderer::render(float a)
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t->vertexUV((float)(0 - vo), (float)( 0 - vo), (float)( 0), (float)( 0), (float)( 0));
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t->end();
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shared_ptr<MapItemSavedData> data = Item::map->getSavedData(item, mc->level);
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std::shared_ptr<MapItemSavedData> data = Item::map->getSavedData(item, mc->level);
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PIXBeginNamedEvent(0,"Minimap render");
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if(data != NULL) minimap->render(mc->player, mc->textures, data, mc->player->entityId);
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PIXEndNamedEvent();
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@@ -652,7 +652,7 @@ void ItemInHandRenderer::render(float a)
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glScalef(ss, ss, ss);
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MemSect(31);
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// Can't turn off the hand if the player is holding a map
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shared_ptr<ItemInstance> itemInstance = player->inventory->getSelected();
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std::shared_ptr<ItemInstance> itemInstance = player->inventory->getSelected();
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if ( (itemInstance && (itemInstance->getItem()->id==Item::map_Id)) || app.GetGameSettings(localPlayer->GetXboxPad(),eGameSetting_DisplayHand)!=0 )
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{
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@@ -837,8 +837,8 @@ void ItemInHandRenderer::tick()
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oHeight = height;
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shared_ptr<Player> player = mc->player;
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shared_ptr<ItemInstance> nextTile = player->inventory->getSelected();
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std::shared_ptr<Player> player = mc->player;
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std::shared_ptr<ItemInstance> nextTile = player->inventory->getSelected();
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bool matches = lastSlot == player->inventory->selected && nextTile == selectedItem;
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if (selectedItem == NULL && nextTile == NULL)
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