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

@@ -196,7 +196,7 @@ void TriggerComponent::HandleDestroyObject(Entity* targetEntity, std::string arg
}
void TriggerComponent::HandleToggleTrigger(Entity* targetEntity, std::string args){
auto triggerComponent = targetEntity->GetComponent<TriggerComponent>();
auto* triggerComponent = targetEntity->GetComponent<TriggerComponent>();
if (!triggerComponent) {
Game::logger->LogDebug("TriggerComponent::HandleToggleTrigger", "Trigger component not found!");
return;
@@ -205,7 +205,7 @@ void TriggerComponent::HandleToggleTrigger(Entity* targetEntity, std::string arg
}
void TriggerComponent::HandleResetRebuild(Entity* targetEntity, std::string args){
auto rebuildComponent = targetEntity->GetComponent<RebuildComponent>();
auto* rebuildComponent = targetEntity->GetComponent<RebuildComponent>();
if (!rebuildComponent) {
Game::logger->LogDebug("TriggerComponent::HandleResetRebuild", "Rebuild component not found!");
return;
@@ -237,7 +237,7 @@ void TriggerComponent::HandleRotateObject(Entity* targetEntity, std::vector<std:
void TriggerComponent::HandlePushObject(Entity* targetEntity, std::vector<std::string> argArray){
if (argArray.size() < 3) return;
auto phantomPhysicsComponent = m_OwningEntity->GetComponent<PhantomPhysicsComponent>();
auto* phantomPhysicsComponent = m_OwningEntity->GetComponent<PhantomPhysicsComponent>();
if (!phantomPhysicsComponent) {
Game::logger->LogDebug("TriggerComponent::HandlePushObject", "Phantom Physics component not found!");
return;
@@ -254,7 +254,7 @@ void TriggerComponent::HandlePushObject(Entity* targetEntity, std::vector<std::s
void TriggerComponent::HandleRepelObject(Entity* targetEntity, std::string args){
auto phantomPhysicsComponent = m_OwningEntity->GetComponent<PhantomPhysicsComponent>();
auto* phantomPhysicsComponent = m_OwningEntity->GetComponent<PhantomPhysicsComponent>();
if (!phantomPhysicsComponent) {
Game::logger->LogDebug("TriggerComponent::HandleRepelObject", "Phantom Physics component not found!");
return;
@@ -334,7 +334,7 @@ void TriggerComponent::HandleUpdateMission(Entity* targetEntity, std::vector<std
// If others need to be implemented for modding
// then we need a good way to convert this from a string to that enum
if (argArray.at(0) != "exploretask") return;
auto missionComponent = targetEntity->GetComponent<MissionComponent>();
auto* missionComponent = targetEntity->GetComponent<MissionComponent>();
if (!missionComponent){
Game::logger->LogDebug("TriggerComponent::HandleUpdateMission", "Mission component not found!");
return;
@@ -353,7 +353,7 @@ void TriggerComponent::HandlePlayEffect(Entity* targetEntity, std::vector<std::s
}
void TriggerComponent::HandleCastSkill(Entity* targetEntity, std::string args){
auto skillComponent = targetEntity->GetComponent<SkillComponent>();
auto* skillComponent = targetEntity->GetComponent<SkillComponent>();
if (!skillComponent) {
Game::logger->LogDebug("TriggerComponent::HandleCastSkill", "Skill component not found!");
return;
@@ -364,7 +364,7 @@ void TriggerComponent::HandleCastSkill(Entity* targetEntity, std::string args){
}
void TriggerComponent::HandleSetPhysicsVolumeEffect(Entity* targetEntity, std::vector<std::string> argArray) {
auto phantomPhysicsComponent = targetEntity->GetComponent<PhantomPhysicsComponent>();
auto* phantomPhysicsComponent = targetEntity->GetComponent<PhantomPhysicsComponent>();
if (!phantomPhysicsComponent) {
Game::logger->LogDebug("TriggerComponent::HandleSetPhysicsVolumeEffect", "Phantom Physics component not found!");
return;
@@ -399,7 +399,7 @@ void TriggerComponent::HandleSetPhysicsVolumeEffect(Entity* targetEntity, std::v
}
void TriggerComponent::HandleSetPhysicsVolumeStatus(Entity* targetEntity, std::string args) {
auto phantomPhysicsComponent = targetEntity->GetComponent<PhantomPhysicsComponent>();
auto* phantomPhysicsComponent = targetEntity->GetComponent<PhantomPhysicsComponent>();
if (!phantomPhysicsComponent) {
Game::logger->LogDebug("TriggerComponent::HandleSetPhysicsVolumeEffect", "Phantom Physics component not found!");
return;