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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@@ -24,10 +24,10 @@ protected:
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public:
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MultiPlayerGameMode(Minecraft *minecraft, ClientConnection *connection);
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static void creativeDestroyBlock(Minecraft *minecraft, MultiPlayerGameMode *gameMode, int x, int y, int z, int face);
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void adjustPlayer(shared_ptr<Player> player);
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void adjustPlayer(std::shared_ptr<Player> player);
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bool isCutScene();
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void setLocalMode(GameType *mode);
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virtual void initPlayer(shared_ptr<Player> player);
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virtual void initPlayer(std::shared_ptr<Player> player);
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virtual bool canHurtPlayer();
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virtual bool destroyBlock(int x, int y, int z, int face);
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virtual void startDestroyBlock(int x, int y, int z, int face);
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@@ -41,24 +41,24 @@ private:
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private:
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void ensureHasSentCarriedItem();
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public:
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virtual bool useItemOn(shared_ptr<Player> player, Level *level, shared_ptr<ItemInstance> item, int x, int y, int z, int face, Vec3 *hit, bool bTestUseOnly=false, bool *pbUsedItem=NULL);
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virtual bool useItem(shared_ptr<Player> player, Level *level, shared_ptr<ItemInstance> item, bool bTestUseOnly=false);
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virtual shared_ptr<MultiplayerLocalPlayer> createPlayer(Level *level);
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virtual void attack(shared_ptr<Player> player, shared_ptr<Entity> entity);
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virtual bool interact(shared_ptr<Player> player, shared_ptr<Entity> entity);
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virtual shared_ptr<ItemInstance> handleInventoryMouseClick(int containerId, int slotNum, int buttonNum, bool quickKeyHeld, shared_ptr<Player> player);
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virtual bool useItemOn(std::shared_ptr<Player> player, Level *level, std::shared_ptr<ItemInstance> item, int x, int y, int z, int face, Vec3 *hit, bool bTestUseOnly=false, bool *pbUsedItem=NULL);
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virtual bool useItem(std::shared_ptr<Player> player, Level *level, std::shared_ptr<ItemInstance> item, bool bTestUseOnly=false);
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virtual std::shared_ptr<MultiplayerLocalPlayer> createPlayer(Level *level);
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virtual void attack(std::shared_ptr<Player> player, std::shared_ptr<Entity> entity);
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virtual bool interact(std::shared_ptr<Player> player, std::shared_ptr<Entity> entity);
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virtual std::shared_ptr<ItemInstance> handleInventoryMouseClick(int containerId, int slotNum, int buttonNum, bool quickKeyHeld, std::shared_ptr<Player> player);
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virtual void handleInventoryButtonClick(int containerId, int buttonId);
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virtual void handleCreativeModeItemAdd(shared_ptr<ItemInstance> clicked, int slot);
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virtual void handleCreativeModeItemDrop(shared_ptr<ItemInstance> clicked);
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virtual void releaseUsingItem(shared_ptr<Player> player);
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virtual void handleCreativeModeItemAdd(std::shared_ptr<ItemInstance> clicked, int slot);
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virtual void handleCreativeModeItemDrop(std::shared_ptr<ItemInstance> clicked);
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virtual void releaseUsingItem(std::shared_ptr<Player> player);
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virtual bool hasExperience();
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virtual bool hasMissTime();
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virtual bool hasInfiniteItems();
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virtual bool hasFarPickRange();
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// 4J Stu - Added so we can send packets for this in the network game
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virtual bool handleCraftItem(int recipe, shared_ptr<Player> player);
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virtual void handleDebugOptions(unsigned int uiVal, shared_ptr<Player> player);
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virtual bool handleCraftItem(int recipe, std::shared_ptr<Player> player);
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virtual void handleDebugOptions(unsigned int uiVal, std::shared_ptr<Player> player);
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// 4J Stu - Added for tutorial checks
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virtual bool isInputAllowed(int mapping) { return true; }
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