Revert "dynamic_pointer_cast -> std::dynamic_pointer_cast"

This reverts commit 07ad68bc15.
This commit is contained in:
void_17
2026-03-02 17:36:56 +07:00
parent 07ad68bc15
commit 7ae0c13854
207 changed files with 623 additions and 623 deletions

View File

@@ -49,7 +49,7 @@ unsigned int PlayerRenderer::getNametagColour(int index)
int PlayerRenderer::prepareArmor(std::shared_ptr<Mob> _player, int layer, float a)
{
// 4J - dynamic cast required because we aren't using templates/generics in our version
std::shared_ptr<Player> player = std::dynamic_pointer_cast<Player>(_player);
std::shared_ptr<Player> player = dynamic_pointer_cast<Player>(_player);
// 4J-PB - need to disable rendering armour for some special skins (Daleks)
unsigned int uiAnimOverrideBitmask=player->getAnimOverrideBitmask();
@@ -111,7 +111,7 @@ int PlayerRenderer::prepareArmor(std::shared_ptr<Mob> _player, int layer, float
void PlayerRenderer::prepareSecondPassArmor(std::shared_ptr<Mob> _player, int layer, float a)
{
// 4J - dynamic cast required because we aren't using templates/generics in our version
std::shared_ptr<Player> player = std::dynamic_pointer_cast<Player>(_player);
std::shared_ptr<Player> player = dynamic_pointer_cast<Player>(_player);
std::shared_ptr<ItemInstance> itemInstance = player->inventory->getArmor(3 - layer);
if (itemInstance != NULL)
{
@@ -130,7 +130,7 @@ void PlayerRenderer::prepareSecondPassArmor(std::shared_ptr<Mob> _player, int la
void PlayerRenderer::render(std::shared_ptr<Entity> _mob, double x, double y, double z, float rot, float a)
{
// 4J - dynamic cast required because we aren't using templates/generics in our version
std::shared_ptr<Player> mob = std::dynamic_pointer_cast<Player>(_mob);
std::shared_ptr<Player> mob = dynamic_pointer_cast<Player>(_mob);
if(mob->hasInvisiblePrivilege()) return;
@@ -169,7 +169,7 @@ void PlayerRenderer::render(std::shared_ptr<Entity> _mob, double x, double y, do
armorParts1->sneaking = armorParts2->sneaking = humanoidModel->sneaking = mob->isSneaking();
double yp = y - mob->heightOffset;
if (mob->isSneaking() && (std::dynamic_pointer_cast<LocalPlayer>(mob) == NULL))
if (mob->isSneaking() && (dynamic_pointer_cast<LocalPlayer>(mob) == NULL))
{
yp -= 2 / 16.0f;
}
@@ -231,7 +231,7 @@ void PlayerRenderer::render(std::shared_ptr<Entity> _mob, double x, double y, do
void PlayerRenderer::renderName(std::shared_ptr<Mob> _mob, double x, double y, double z)
{
// 4J - dynamic cast required because we aren't using templates/generics in our version
std::shared_ptr<Player> mob = std::dynamic_pointer_cast<Player>(_mob);
std::shared_ptr<Player> mob = dynamic_pointer_cast<Player>(_mob);
if (Minecraft::renderNames() && mob != entityRenderDispatcher->cameraEntity
&& !mob->isInvisibleTo(Minecraft::GetInstance()->player) ) // 4J-JEV: Todo, move to LivingEntityRenderer.
@@ -321,7 +321,7 @@ void PlayerRenderer::additionalRendering(std::shared_ptr<Mob> _mob, float a)
MobRenderer::additionalRendering(_mob,a);
// 4J - dynamic cast required because we aren't using templates/generics in our version
std::shared_ptr<Player> mob = std::dynamic_pointer_cast<Player>(_mob);
std::shared_ptr<Player> mob = dynamic_pointer_cast<Player>(_mob);
std::shared_ptr<ItemInstance> headGear = mob->inventory->getArmor(3);
if (headGear != NULL)
@@ -543,7 +543,7 @@ void PlayerRenderer::renderHand()
void PlayerRenderer::setupPosition(std::shared_ptr<Mob> _mob, double x, double y, double z)
{
// 4J - dynamic cast required because we aren't using templates/generics in our version
std::shared_ptr<Player> mob = std::dynamic_pointer_cast<Player>(_mob);
std::shared_ptr<Player> mob = dynamic_pointer_cast<Player>(_mob);
if (mob->isAlive() && mob->isSleeping())
{
@@ -559,7 +559,7 @@ void PlayerRenderer::setupPosition(std::shared_ptr<Mob> _mob, double x, double y
void PlayerRenderer::setupRotations(std::shared_ptr<Mob> _mob, float bob, float bodyRot, float a)
{
// 4J - dynamic cast required because we aren't using templates/generics in our version
std::shared_ptr<Player> mob = std::dynamic_pointer_cast<Player>(_mob);
std::shared_ptr<Player> mob = dynamic_pointer_cast<Player>(_mob);
if (mob->isAlive() && mob->isSleeping())
{
@@ -578,7 +578,7 @@ void PlayerRenderer::renderShadow(std::shared_ptr<Entity> e, double x, double y,
{
if(app.GetGameHostOption(eGameHostOption_HostCanBeInvisible) > 0)
{
std::shared_ptr<Player> player = std::dynamic_pointer_cast<Player>(e);
std::shared_ptr<Player> player = dynamic_pointer_cast<Player>(e);
if(player != NULL && player->hasInvisiblePrivilege()) return;
}
EntityRenderer::renderShadow(e,x,y,z,pow,a);