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

@@ -28,8 +28,8 @@ InventoryMenu::InventoryMenu(shared_ptr<Inventory> inventory, bool active, Playe
void InventoryMenu::_init(shared_ptr<Inventory> inventory, bool active)
{
craftSlots = shared_ptr<CraftingContainer>( new CraftingContainer(this, 2, 2) );
resultSlots = shared_ptr<ResultContainer>( new ResultContainer() );
craftSlots = std::make_shared<CraftingContainer>(this, 2, 2);
resultSlots = std::make_shared<ResultContainer>();
this->active = active;
addSlot(new ResultSlot( inventory->player, craftSlots, resultSlots, 0, 144, 36));
@@ -77,7 +77,7 @@ void InventoryMenu::removed(shared_ptr<Player> player)
for (int i = 0; i < 4; i++)
{
shared_ptr<ItemInstance> item = craftSlots->removeItemNoUpdate(i);
if (item != NULL)
if (item != nullptr)
{
player->drop(item);
craftSlots->setItem(i, nullptr);
@@ -102,7 +102,7 @@ shared_ptr<ItemInstance> InventoryMenu::quickMoveStack(shared_ptr<Player> player
Slot *BootsSlot = slots.at(ARMOR_SLOT_START+3);
if (slot != NULL && slot->hasItem())
if (slot != nullptr && slot->hasItem())
{
shared_ptr<ItemInstance> stack = slot->getItem();
clicked = stack->copy();
@@ -240,7 +240,7 @@ shared_ptr<ItemInstance> InventoryMenu::clicked(int slotIndex, int buttonNum, in
for (int i = ARMOR_SLOT_START; i < ARMOR_SLOT_END; i++)
{
Slot *slot = slots.at(i);
if ( (slot==NULL) || (!slot->hasItem()) || (slot->getItem()->getItem()->id != ironItems[i-ARMOR_SLOT_START]) )
if ( (slot==nullptr) || (!slot->hasItem()) || (slot->getItem()->getItem()->id != ironItems[i-ARMOR_SLOT_START]) )
{
return out;
}