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https://github.com/DarkflameUniverse/DarkflameServer.git
synced 2025-11-26 03:08:26 +00:00
Replace all auto with auto*
For components
This commit is contained in:
@@ -244,7 +244,7 @@ void BaseCombatAIComponent::CalculateCombat(const float deltaTime) {
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bool hadRemainingDowntime = m_SkillTime > 0.0f;
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if (m_SkillTime > 0.0f) m_SkillTime -= deltaTime;
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auto rebuild = m_OwningEntity->GetComponent<RebuildComponent>();
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auto* rebuild = m_OwningEntity->GetComponent<RebuildComponent>();
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if (rebuild != nullptr) {
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const auto state = rebuild->GetState();
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@@ -254,7 +254,7 @@ void BaseCombatAIComponent::CalculateCombat(const float deltaTime) {
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}
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}
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auto skillComponent = m_OwningEntity->GetComponent<SkillComponent>();
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auto* skillComponent = m_OwningEntity->GetComponent<SkillComponent>();
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if (skillComponent == nullptr) {
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return;
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@@ -288,7 +288,7 @@ void BaseCombatAIComponent::CalculateCombat(const float deltaTime) {
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}
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if (!m_TetherEffectActive && m_OutOfCombat && (m_OutOfCombatTime -= deltaTime) <= 0) {
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auto destroyableComponent = m_OwningEntity->GetComponent<DestroyableComponent>();
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auto* destroyableComponent = m_OwningEntity->GetComponent<DestroyableComponent>();
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if (destroyableComponent != nullptr && destroyableComponent->HasFaction(4)) {
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auto serilizationRequired = false;
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@@ -548,13 +548,13 @@ bool BaseCombatAIComponent::IsEnemy(LWOOBJID target) const {
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return false;
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}
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auto destroyable = entity->GetComponent<DestroyableComponent>();
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auto* destroyable = entity->GetComponent<DestroyableComponent>();
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if (destroyable == nullptr) {
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return false;
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}
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auto referenceDestroyable = m_OwningEntity->GetComponent<DestroyableComponent>();
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auto* referenceDestroyable = m_OwningEntity->GetComponent<DestroyableComponent>();
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if (referenceDestroyable == nullptr) {
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Game::logger->Log("BaseCombatAIComponent", "Invalid reference destroyable component on (%llu)!", m_OwningEntity->GetObjectID());
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@@ -562,7 +562,7 @@ bool BaseCombatAIComponent::IsEnemy(LWOOBJID target) const {
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return false;
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}
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auto quickbuild = entity->GetComponent<RebuildComponent>();
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auto* quickbuild = entity->GetComponent<RebuildComponent>();
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if (quickbuild != nullptr) {
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const auto state = quickbuild->GetState();
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