Project modernization (#630)

* Fixed boats falling and a TP glitch #266

* Replaced every C-style cast with C++ ones

* Replaced every C-style cast with C++ ones

* Fixed boats falling and a TP glitch #266

* Updated NULL to nullptr and fixing some type issues

* Modernized and fixed a few bugs

- Replaced most instances of `NULL` with `nullptr`.
- Replaced most `shared_ptr(new ...)` with `make_shared`.
- Removed the `nullptr` macro as it was interfering with the actual nullptr keyword in some instances.

* Fixing more conflicts

* Replace int loops with size_t and start work on overrides
This commit is contained in:
ModMaker101
2026-03-07 21:56:03 -05:00
committed by GitHub
parent 1be5faaea7
commit a9be52c41a
1373 changed files with 19903 additions and 19449 deletions

View File

@@ -23,17 +23,17 @@ UIScene_InventoryMenu::UIScene_InventoryMenu(int iPad, void *_initData, UILayer
// Setup all the Iggy references we need for this scene
initialiseMovie();
InventoryScreenInput *initData = (InventoryScreenInput *)_initData;
InventoryScreenInput *initData = static_cast<InventoryScreenInput *>(_initData);
Minecraft *pMinecraft = Minecraft::GetInstance();
if( pMinecraft->localgameModes[initData->iPad] != NULL )
if( pMinecraft->localgameModes[initData->iPad] != nullptr )
{
TutorialMode *gameMode = (TutorialMode *)pMinecraft->localgameModes[initData->iPad];
TutorialMode *gameMode = static_cast<TutorialMode *>(pMinecraft->localgameModes[initData->iPad]);
m_previousTutorialState = gameMode->getTutorial()->getCurrentState();
gameMode->getTutorial()->changeTutorialState(e_Tutorial_State_Inventory_Menu, this);
}
InventoryMenu *menu = (InventoryMenu *)initData->player->inventoryMenu;
InventoryMenu *menu = static_cast<InventoryMenu *>(initData->player->inventoryMenu);
initData->player->awardStat(GenericStats::openInventory(),GenericStats::param_openInventory());
@@ -182,7 +182,7 @@ void UIScene_InventoryMenu::setSectionSelectedSlot(ESceneSection eSection, int x
int index = (y * cols) + x;
UIControl_SlotList *slotList = NULL;
UIControl_SlotList *slotList = nullptr;
switch( eSection )
{
case eSectionInventoryArmor:
@@ -201,7 +201,7 @@ void UIScene_InventoryMenu::setSectionSelectedSlot(ESceneSection eSection, int x
UIControl *UIScene_InventoryMenu::getSection(ESceneSection eSection)
{
UIControl *control = NULL;
UIControl *control = nullptr;
switch( eSection )
{
case eSectionInventoryArmor:
@@ -220,7 +220,7 @@ UIControl *UIScene_InventoryMenu::getSection(ESceneSection eSection)
void UIScene_InventoryMenu::customDraw(IggyCustomDrawCallbackRegion *region)
{
Minecraft *pMinecraft = Minecraft::GetInstance();
if(pMinecraft->localplayers[m_iPad] == NULL || pMinecraft->localgameModes[m_iPad] == NULL) return;
if(pMinecraft->localplayers[m_iPad] == nullptr || pMinecraft->localgameModes[m_iPad] == nullptr) return;
if(wcscmp((wchar_t *)region->name,L"player")==0)
{
@@ -253,7 +253,7 @@ void UIScene_InventoryMenu::updateEffectsDisplay()
Minecraft *pMinecraft = Minecraft::GetInstance();
shared_ptr<MultiplayerLocalPlayer> player = pMinecraft->localplayers[m_iPad];
if(player == NULL) return;
if(player == nullptr) return;
vector<MobEffectInstance *> *activeEffects = player->getActiveEffects();