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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@@ -90,11 +90,11 @@ public:
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MultiPlayerLevel *level;
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LevelRenderer *levelRenderer;
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shared_ptr<MultiplayerLocalPlayer> player;
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std::shared_ptr<MultiplayerLocalPlayer> player;
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MultiPlayerLevelArray levels;
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shared_ptr<MultiplayerLocalPlayer> localplayers[XUSER_MAX_COUNT];
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std::shared_ptr<MultiplayerLocalPlayer> localplayers[XUSER_MAX_COUNT];
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MultiPlayerGameMode *localgameModes[XUSER_MAX_COUNT];
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int localPlayerIdx;
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ItemInHandRenderer *localitemInHandRenderers[XUSER_MAX_COUNT];
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@@ -110,7 +110,7 @@ public:
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void addPendingLocalConnection(int idx, ClientConnection *connection);
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void connectionDisconnected(int idx, DisconnectPacket::eDisconnectReason reason) { m_connectionFailed[idx] = true; m_connectionFailedReason[idx] = reason; }
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shared_ptr<MultiplayerLocalPlayer> createExtraLocalPlayer(int idx, const wstring& name, int pad, int iDimension, ClientConnection *clientConnection = NULL,MultiPlayerLevel *levelpassedin=NULL);
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std::shared_ptr<MultiplayerLocalPlayer> createExtraLocalPlayer(int idx, const wstring& name, int pad, int iDimension, ClientConnection *clientConnection = NULL,MultiPlayerLevel *levelpassedin=NULL);
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void createPrimaryLocalPlayer(int iPad);
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bool setLocalPlayerIdx(int idx);
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int getLocalPlayerIdx();
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@@ -119,7 +119,7 @@ public:
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void updatePlayerViewportAssignments();
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int unoccupiedQuadrant; // 4J - added
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shared_ptr<Mob> cameraTargetPlayer;
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std::shared_ptr<Mob> cameraTargetPlayer;
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ParticleEngine *particleEngine;
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User *user;
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wstring serverDomain;
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@@ -276,7 +276,7 @@ public:
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// 4J Stu - Added the doForceStatsSave param
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//void setLevel(Level *level, bool doForceStatsSave = true);
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//void setLevel(Level *level, const wstring& message, bool doForceStatsSave = true);
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void setLevel(MultiPlayerLevel *level, int message = -1, shared_ptr<Player> forceInsertPlayer = nullptr, bool doForceStatsSave = true,bool bPrimaryPlayerSignedOut=false);
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void setLevel(MultiPlayerLevel *level, int message = -1, std::shared_ptr<Player> forceInsertPlayer = nullptr, bool doForceStatsSave = true,bool bPrimaryPlayerSignedOut=false);
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// 4J-PB - added to force in the 'other' level when the main player creates the level at game load time
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void forceaddLevel(MultiPlayerLevel *level);
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void prepareLevel(int title); // 4J - changed to public
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