Move to shared pointer

This commit is contained in:
David Markowitz
2023-06-07 00:23:50 -07:00
parent ea9d0d8592
commit 9e9e4dc087
219 changed files with 743 additions and 748 deletions

View File

@@ -30,7 +30,7 @@ void SGCannon::OnStartup(Entity* self) {
self->SetVar<Vector3>(InitialVelocityVariable, {});
self->SetVar<uint32_t>(ImpactSkillVariale, constants.impactSkillID);
auto* shootingGalleryComponent = self->GetComponent<ShootingGalleryComponent>();
auto shootingGalleryComponent = self->GetComponent<ShootingGalleryComponent>();
if (shootingGalleryComponent != nullptr) {
shootingGalleryComponent->SetStaticParams({
Vector3 { -327.8609924316406, 256.8999938964844, 1.6482199430465698 },
@@ -57,7 +57,7 @@ void SGCannon::OnStartup(Entity* self) {
self->SetVar<uint32_t>(MatrixVariable, 1);
self->SetVar<bool>(InitVariable, true);
auto* simplePhysicsComponent = self->GetComponent<SimplePhysicsComponent>();
auto simplePhysicsComponent = self->GetComponent<SimplePhysicsComponent>();
if (simplePhysicsComponent != nullptr) {
simplePhysicsComponent->SetPhysicsMotionState(5);
@@ -88,7 +88,7 @@ void SGCannon::OnActivityStateChangeRequest(Entity* self, LWOOBJID senderID, int
GameMessages::SendActivityEnter(self->GetObjectID(), player->GetSystemAddress());
auto* shootingGalleryComponent = self->GetComponent<ShootingGalleryComponent>();
auto shootingGalleryComponent = self->GetComponent<ShootingGalleryComponent>();
if (shootingGalleryComponent != nullptr) {
shootingGalleryComponent->SetCurrentPlayerID(player->GetObjectID());
@@ -100,7 +100,7 @@ void SGCannon::OnActivityStateChangeRequest(Entity* self, LWOOBJID senderID, int
Game::logger->Log("SGCannon", "Shooting gallery component is null");
}
auto* characterComponent = player->GetComponent<CharacterComponent>();
auto characterComponent = player->GetComponent<CharacterComponent>();
if (characterComponent != nullptr) {
characterComponent->SetIsRacing(true);
@@ -287,9 +287,7 @@ void SGCannon::OnActivityTimerDone(Entity* self, const std::string& name) {
auto* enemy = EntityManager::Instance()->CreateEntity(info, nullptr, self);
EntityManager::Instance()->ConstructEntity(enemy);
auto* movementAI = new MovementAIComponent(enemy, {});
enemy->AddComponent(eReplicaComponentType::MOVEMENT_AI, movementAI);
auto movementAI = enemy->AddComponent<MovementAIComponent, MovementAIInfo>({});
movementAI->SetSpeed(toSpawn.initialSpeed);
movementAI->SetCurrentSpeed(toSpawn.initialSpeed);
@@ -554,7 +552,7 @@ void SGCannon::StopGame(Entity* self, bool cancel) {
percentage = misses / fired;
}
auto* missionComponent = player->GetComponent<MissionComponent>();
auto missionComponent = player->GetComponent<MissionComponent>();
if (missionComponent != nullptr) {
missionComponent->Progress(eMissionTaskType::PERFORM_ACTIVITY, self->GetVar<uint32_t>(TotalScoreVariable), self->GetObjectID(), "performact_score");
@@ -568,7 +566,7 @@ void SGCannon::StopGame(Entity* self, bool cancel) {
self->SetNetworkVar<bool>(AudioFinalWaveDoneVariable, true);
// Give the player the model rewards they earned
auto* inventory = player->GetComponent<InventoryComponent>();
auto inventory = player->GetComponent<InventoryComponent>();
if (inventory != nullptr) {
for (const auto rewardLot : self->GetVar<std::vector<LOT>>(RewardsVariable)) {
inventory->AddItem(rewardLot, 1, eLootSourceType::ACTIVITY, eInventoryType::MODELS);
@@ -720,7 +718,7 @@ void SGCannon::ToggleSuperCharge(Entity* self, bool enable) {
return;
}
auto* inventoryComponent = player->GetComponent<InventoryComponent>();
auto inventoryComponent = player->GetComponent<InventoryComponent>();
auto equippedItems = inventoryComponent->GetEquippedItems();
@@ -729,7 +727,7 @@ void SGCannon::ToggleSuperCharge(Entity* self, bool enable) {
auto skillID = constants.cannonSkill;
auto cooldown = constants.cannonRefireRate;
auto* selfInventoryComponent = self->GetComponent<InventoryComponent>();
auto selfInventoryComponent = self->GetComponent<InventoryComponent>();
if (inventoryComponent == nullptr) {
Game::logger->Log("SGCannon", "Inventory component not found");
@@ -772,7 +770,7 @@ void SGCannon::ToggleSuperCharge(Entity* self, bool enable) {
const auto& constants = GetConstants();
auto* shootingGalleryComponent = self->GetComponent<ShootingGalleryComponent>();
auto shootingGalleryComponent = self->GetComponent<ShootingGalleryComponent>();
if (shootingGalleryComponent == nullptr) {
return;