Replace all auto with auto*

For components
This commit is contained in:
David Markowitz
2023-06-09 01:27:05 -07:00
parent 62aa863997
commit e2dfa1809d
233 changed files with 753 additions and 753 deletions

View File

@@ -189,7 +189,7 @@ void InventoryComponent::AddItem(
inventoryType = Inventory::FindInventoryTypeForLot(lot);
}
auto missions = m_OwningEntity->GetComponent<MissionComponent>();
auto* missions = m_OwningEntity->GetComponent<MissionComponent>();
auto* inventory = GetInventory(inventoryType);
@@ -378,7 +378,7 @@ void InventoryComponent::MoveItemToInventory(Item* item, const eInventoryType in
item->SetCount(item->GetCount() - delta, false, false);
}
auto missionComponent = m_OwningEntity->GetComponent<MissionComponent>();
auto* missionComponent = m_OwningEntity->GetComponent<MissionComponent>();
if (missionComponent != nullptr) {
if (IsTransferInventory(inventory)) {
@@ -833,7 +833,7 @@ void InventoryComponent::EquipItem(Item* item, const bool skipChecks) {
for (auto* lauchPad : rocketLauchPads) {
if (Vector3::DistanceSquared(lauchPad->GetPosition(), position) > 13 * 13) continue;
auto characterComponent = m_OwningEntity->GetComponent<CharacterComponent>();
auto* characterComponent = m_OwningEntity->GetComponent<CharacterComponent>();
if (characterComponent != nullptr) characterComponent->SetLastRocketItemID(item->GetId());
@@ -950,10 +950,10 @@ void InventoryComponent::UnequipScripts(Item* unequippedItem) {
}
void InventoryComponent::HandlePossession(Item* item) {
auto characterComponent = m_OwningEntity->GetComponent<CharacterComponent>();
auto* characterComponent = m_OwningEntity->GetComponent<CharacterComponent>();
if (!characterComponent) return;
auto possessorComponent = m_OwningEntity->GetComponent<PossessorComponent>();
auto* possessorComponent = m_OwningEntity->GetComponent<PossessorComponent>();
if (!possessorComponent) return;
// Don't do anything if we are busy dismounting
@@ -986,7 +986,7 @@ void InventoryComponent::HandlePossession(Item* item) {
auto* mount = EntityManager::Instance()->CreateEntity(info, nullptr, m_OwningEntity);
// Check to see if the mount is a vehicle, if so, flip it
auto havokVehiclePhysicsComponent = mount->GetComponent<HavokVehiclePhysicsComponent>();
auto* havokVehiclePhysicsComponent = mount->GetComponent<HavokVehiclePhysicsComponent>();
if (havokVehiclePhysicsComponent) {
auto angles = startRotation.GetEulerAngles();
// Make it right side up
@@ -1000,14 +1000,14 @@ void InventoryComponent::HandlePossession(Item* item) {
}
// Setup the destroyable stats
auto destroyableComponent = mount->GetComponent<DestroyableComponent>();
auto* destroyableComponent = mount->GetComponent<DestroyableComponent>();
if (destroyableComponent) {
destroyableComponent->SetIsSmashable(false);
destroyableComponent->SetIsImmune(true);
}
// Mount it
auto possessableComponent = mount->GetComponent<PossessableComponent>();
auto* possessableComponent = mount->GetComponent<PossessableComponent>();
if (possessableComponent) {
possessableComponent->SetIsItemSpawned(true);
possessableComponent->SetPossessor(m_OwningEntity->GetObjectID());
@@ -1076,7 +1076,7 @@ void InventoryComponent::PopEquippedItems() {
m_Pushed.clear();
auto destroyableComponent = m_OwningEntity->GetComponent<DestroyableComponent>();
auto* destroyableComponent = m_OwningEntity->GetComponent<DestroyableComponent>();
// Reset stats to full
if (destroyableComponent) {
@@ -1246,7 +1246,7 @@ void InventoryComponent::SpawnPet(Item* item) {
}
// First check if we can summon the pet. You need 1 imagination to do so.
auto destroyableComponent = m_OwningEntity->GetComponent<DestroyableComponent>();
auto* destroyableComponent = m_OwningEntity->GetComponent<DestroyableComponent>();
if (Game::config->GetValue("pets_take_imagination") == "1" && destroyableComponent && destroyableComponent->GetImagination() <= 0) {
GameMessages::SendUseItemRequirementsResponse(m_OwningEntity->GetObjectID(), m_OwningEntity->GetSystemAddress(), eUseItemResponse::NoImaginationForPet);
@@ -1261,7 +1261,7 @@ void InventoryComponent::SpawnPet(Item* item) {
auto* pet = EntityManager::Instance()->CreateEntity(info);
auto petComponent = pet->GetComponent<PetComponent>();
auto* petComponent = pet->GetComponent<PetComponent>();
if (petComponent != nullptr) {
petComponent->Activate(item);
@@ -1339,7 +1339,7 @@ std::vector<uint32_t> InventoryComponent::FindBuffs(Item* item, bool castOnEquip
return entry.objectTemplate == static_cast<unsigned int>(item->GetLot());
});
auto missions = m_OwningEntity->GetComponent<MissionComponent>();
auto* missions = m_OwningEntity->GetComponent<MissionComponent>();
for (const auto& result : results) {
if (result.castOnType == 1) {