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

@@ -118,7 +118,7 @@ const int MobSpawner::tick(ServerLevel *level, bool spawnEnemies, bool spawnFrie
// 4J - rewritten to add chunks interleaved by player, and to add them from the centre outwards. We're going to be
// potentially adding less creatures than the original so that our count stays consistent with number of players added, so
// we want to make sure as best we can that the ones we do add are near the active players
int playerCount = (int)level->players.size();
int playerCount = static_cast<int>(level->players.size());
int *xx = new int[playerCount];
int *zz = new int[playerCount];
for (int i = 0; i < playerCount; i++)
@@ -251,8 +251,8 @@ const int MobSpawner::tick(ServerLevel *level, bool spawnEnemies, bool spawnFrie
int z = zStart;
int ss = 6;
Biome::MobSpawnerData *currentMobType = NULL;
MobGroupData *groupData = NULL;
Biome::MobSpawnerData *currentMobType = nullptr;
MobGroupData *groupData = nullptr;
for (int ll = 0; ll < 4; ll++)
{
@@ -267,9 +267,9 @@ const int MobSpawner::tick(ServerLevel *level, bool spawnEnemies, bool spawnFrie
if (isSpawnPositionOk(mobCategory, level, x, y, z))
{
float xx = x + 0.5f;
float yy = (float) y;
float yy = static_cast<float>(y);
float zz = z + 0.5f;
if (level->getNearestPlayer(xx, yy, zz, MIN_SPAWN_DISTANCE) != NULL)
if (level->getNearestPlayer(xx, yy, zz, MIN_SPAWN_DISTANCE) != nullptr)
{
continue;
}
@@ -285,10 +285,10 @@ const int MobSpawner::tick(ServerLevel *level, bool spawnEnemies, bool spawnFrie
}
}
if (currentMobType == NULL)
if (currentMobType == nullptr)
{
currentMobType = level->getRandomMobSpawnAt(mobCategory, x, y, z);
if (currentMobType == NULL)
if (currentMobType == nullptr)
{
break;
}
@@ -440,7 +440,7 @@ void MobSpawner::postProcessSpawnMobs(Level *level, Biome *biome, int xo, int zo
while (random->nextFloat() < biome->getCreatureProbability())
{
Biome::MobSpawnerData *type = (Biome::MobSpawnerData *) WeighedRandom::getRandomItem(level->random, ((vector<WeighedRandomItem *> *)mobs));
MobGroupData *groupData = NULL;
MobGroupData *groupData = nullptr;
int count = type->minCount + random->nextInt(1 + type->maxCount - type->minCount);
int x = xo + random->nextInt(cellWidth);