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
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@@ -87,7 +87,7 @@ double EntityRenderDispatcher::xOff = 0.0;
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double EntityRenderDispatcher::yOff = 0.0;
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double EntityRenderDispatcher::zOff = 0.0;
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EntityRenderDispatcher *EntityRenderDispatcher::instance = NULL;
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EntityRenderDispatcher *EntityRenderDispatcher::instance = nullptr;
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void EntityRenderDispatcher::staticCtor()
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{
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@@ -222,7 +222,7 @@ void EntityRenderDispatcher::prepare(Level *level, Textures *textures, Font *fon
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int data = level->getData(Mth::floor(player->x), Mth::floor(player->y), Mth::floor(player->z));
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int direction = data & 3;
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playerRotY = (float)(direction * 90 + 180);
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playerRotY = static_cast<float>(direction * 90 + 180);
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playerRotX = 0;
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}
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} else {
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@@ -280,7 +280,7 @@ void EntityRenderDispatcher::render(shared_ptr<Entity> entity, float a)
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void EntityRenderDispatcher::render(shared_ptr<Entity> entity, double x, double y, double z, float rot, float a, bool bItemFrame, bool bRenderPlayerShadow)
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{
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EntityRenderer *renderer = getRenderer(entity);
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if (renderer != NULL)
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if (renderer != nullptr)
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{
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renderer->SetItemFrame(bItemFrame);
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