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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@@ -29,7 +29,7 @@ void TeleportCommand::execute(shared_ptr<CommandSender> source, byteArray comman
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shared_ptr<ServerPlayer> subject = players->getPlayer(subjectID);
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shared_ptr<ServerPlayer> destination = players->getPlayer(destinationID);
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if(subject != NULL && destination != NULL && subject->level->dimension->id == destination->level->dimension->id && subject->isAlive() )
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if(subject != nullptr && destination != nullptr && subject->level->dimension->id == destination->level->dimension->id && subject->isAlive() )
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{
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subject->ride(nullptr);
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subject->connection->teleport(destination->x, destination->y, destination->z, destination->yRot, destination->xRot);
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@@ -86,5 +86,5 @@ shared_ptr<GameCommandPacket> TeleportCommand::preparePacket(PlayerUID subject,
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dos.writePlayerUID(subject);
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dos.writePlayerUID(destination);
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return shared_ptr<GameCommandPacket>( new GameCommandPacket(eGameCommand_Teleport, baos.toByteArray() ));
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return std::make_shared<GameCommandPacket>(eGameCommand_Teleport, baos.toByteArray());
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}
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