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https://github.com/DarkflameUniverse/DarkflameServer.git
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Replace all auto with auto*
For components
This commit is contained in:
@@ -125,8 +125,8 @@ void ItemSet::OnEquip(const LOT lot) {
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return;
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}
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auto skillComponent = m_InventoryComponent->GetOwningEntity()->GetComponent<SkillComponent>();
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auto missionComponent = m_InventoryComponent->GetOwningEntity()->GetComponent<MissionComponent>();
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auto* skillComponent = m_InventoryComponent->GetOwningEntity()->GetComponent<SkillComponent>();
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auto* missionComponent = m_InventoryComponent->GetOwningEntity()->GetComponent<MissionComponent>();
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for (const auto skill : skillSet) {
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auto* skillTable = CDClientManager::Instance().GetTable<CDSkillBehaviorTable>();
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@@ -158,7 +158,7 @@ void ItemSet::OnUnEquip(const LOT lot) {
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return;
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}
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const auto& skillComponent = m_InventoryComponent->GetOwningEntity()->GetComponent<SkillComponent>();
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const auto* skillComponent = m_InventoryComponent->GetOwningEntity()->GetComponent<SkillComponent>();
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for (const auto skill : skillSet) {
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auto* skillTable = CDClientManager::Instance().GetTable<CDSkillBehaviorTable>();
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@@ -37,8 +37,8 @@ void ItemSetPassiveAbility::Activate(Entity* target) {
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return;
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}
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auto destroyableComponent = m_Parent->GetComponent<DestroyableComponent>();
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auto skillComponent = m_Parent->GetComponent<SkillComponent>();
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auto* destroyableComponent = m_Parent->GetComponent<DestroyableComponent>();
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auto* skillComponent = m_Parent->GetComponent<SkillComponent>();
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if (destroyableComponent == nullptr || skillComponent == nullptr) {
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return;
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@@ -196,8 +196,8 @@ std::vector<ItemSetPassiveAbility> ItemSetPassiveAbility::FindAbilities(uint32_t
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}
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void ItemSetPassiveAbility::OnEnemySmshed(Entity* target) {
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auto destroyableComponent = m_Parent->GetComponent<DestroyableComponent>();
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auto skillComponent = m_Parent->GetComponent<SkillComponent>();
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auto* destroyableComponent = m_Parent->GetComponent<DestroyableComponent>();
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auto* skillComponent = m_Parent->GetComponent<SkillComponent>();
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if (destroyableComponent == nullptr || skillComponent == nullptr) {
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return;
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