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

@@ -77,12 +77,12 @@ void VillageSiege::tick()
bool VillageSiege::tryToSetupSiege()
{
vector<shared_ptr<Player> > *players = &level->players;
vector<std::shared_ptr<Player> > *players = &level->players;
//for (Player player : players)
for(AUTO_VAR(it, players->begin()); it != players->end(); ++it)
{
shared_ptr<Player> player = *it;
shared_ptr<Village> _village = level->villages->getClosestVillage((int) player->x, (int) player->y, (int) player->z, 1);
std::shared_ptr<Player> player = *it;
std::shared_ptr<Village> _village = level->villages->getClosestVillage((int) player->x, (int) player->y, (int) player->z, 1);
village = _village;
if (_village == NULL) continue;
@@ -101,11 +101,11 @@ bool VillageSiege::tryToSetupSiege()
spawnY = center->y;
spawnZ = center->z + (int) (Mth::sin(level->random->nextFloat() * PI * 2.f) * radius * 0.9);
overlaps = false;
vector<shared_ptr<Village> > *villages = level->villages->getVillages();
vector<std::shared_ptr<Village> > *villages = level->villages->getVillages();
//for (Village v : level.villages.getVillages())
for(AUTO_VAR(itV, villages->begin()); itV != villages->end(); ++itV)
{
shared_ptr<Village>v = *itV;
std::shared_ptr<Village>v = *itV;
if (v == _village) continue;
if (v->isInside(spawnX, spawnY, spawnZ))
{
@@ -131,10 +131,10 @@ bool VillageSiege::trySpawn()
{
Vec3 *spawnPos = findRandomSpawnPos(spawnX, spawnY, spawnZ);
if (spawnPos == NULL) return false;
shared_ptr<Zombie> mob;
std::shared_ptr<Zombie> mob;
//try
{
mob = shared_ptr<Zombie>( new Zombie(level) );
mob = std::shared_ptr<Zombie>( new Zombie(level) );
mob->finalizeMobSpawn();
mob->setVillager(false);
}
@@ -144,7 +144,7 @@ bool VillageSiege::trySpawn()
//}
mob->moveTo(spawnPos->x, spawnPos->y, spawnPos->z, level->random->nextFloat() * 360, 0);
level->addEntity(mob);
shared_ptr<Village> _village = village.lock();
std::shared_ptr<Village> _village = village.lock();
if( _village == NULL ) return false;
Pos *center = _village->getCenter();
@@ -154,7 +154,7 @@ bool VillageSiege::trySpawn()
Vec3 *VillageSiege::findRandomSpawnPos(int x, int y, int z)
{
shared_ptr<Village> _village = village.lock();
std::shared_ptr<Village> _village = village.lock();
if( _village == NULL ) return NULL;
for (int i = 0; i < 10; ++i)