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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@@ -12,7 +12,7 @@ BoatItem::BoatItem(int id) : Item( id )
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this->maxStackSize = 1;
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}
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bool BoatItem::TestUse(Level *level, shared_ptr<Player> player)
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bool BoatItem::TestUse(Level *level, std::shared_ptr<Player> player)
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{
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// 4J-PB - added for tooltips to test use
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// 4J TODO really we should have the crosshair hitresult telling us if it hit water, and at what distance, so we don't need to do this again
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@@ -49,7 +49,7 @@ bool BoatItem::TestUse(Level *level, shared_ptr<Player> player)
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delete hr;
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return false;
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}
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shared_ptr<ItemInstance> BoatItem::use(shared_ptr<ItemInstance> itemInstance, Level *level, shared_ptr<Player> player)
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std::shared_ptr<ItemInstance> BoatItem::use(std::shared_ptr<ItemInstance> itemInstance, Level *level, std::shared_ptr<Player> player)
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{
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float a = 1;
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@@ -80,11 +80,11 @@ shared_ptr<ItemInstance> BoatItem::use(shared_ptr<ItemInstance> itemInstance, Le
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Vec3 *b = player->getViewVector(a);
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bool hitEntity = false;
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float overlap = 1;
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vector<shared_ptr<Entity> > *objects = level->getEntities(player, player->bb->expand(b->x * (range), b->y * (range), b->z * (range))->grow(overlap, overlap, overlap));
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vector<std::shared_ptr<Entity> > *objects = level->getEntities(player, player->bb->expand(b->x * (range), b->y * (range), b->z * (range))->grow(overlap, overlap, overlap));
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//for (int i = 0; i < objects.size(); i++) {
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for(AUTO_VAR(it, objects->begin()); it != objects->end(); ++it)
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{
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shared_ptr<Entity> e = *it; //objects.get(i);
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std::shared_ptr<Entity> e = *it; //objects.get(i);
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if (!e->isPickable()) continue;
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float rr = e->getPickRadius();
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@@ -105,12 +105,12 @@ shared_ptr<ItemInstance> BoatItem::use(shared_ptr<ItemInstance> itemInstance, Le
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int yt = hr->y;
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int zt = hr->z;
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if (!level->isClientSide)
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if (!level->isClientSide)
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{
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if (level->getTile(xt, yt, zt) == Tile::topSnow_Id) yt--;
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if( level->countInstanceOf(eTYPE_BOAT, true) < Level::MAX_XBOX_BOATS ) // 4J - added limit
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{
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level->addEntity( shared_ptr<Boat>( new Boat(level, xt + 0.5f, yt + 1.0f, zt + 0.5f) ) );
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level->addEntity( std::shared_ptr<Boat>( new Boat(level, xt + 0.5f, yt + 1.0f, zt + 0.5f) ) );
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if (!player->abilities.instabuild)
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{
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itemInstance->count--;
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