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

@@ -6,7 +6,7 @@
void ActSharkPlayerDeathTrigger::OnFireEventServerSide(Entity* self, Entity* sender, std::string args, int32_t param1,
int32_t param2, int32_t param3) {
if (args == "achieve") {
auto missionComponent = sender->GetComponent<MissionComponent>();
auto* missionComponent = sender->GetComponent<MissionComponent>();
if (!missionComponent) return;
missionComponent->Progress(eMissionTaskType::SCRIPT, 8419);

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@@ -16,7 +16,7 @@ void AgBusDoor::OnProximityUpdate(Entity* self, Entity* entering, std::string na
// Make sure only humans are taken into account
if (!entering->GetCharacter()) return;
auto proximityMonitorComponent = self->GetComponent<ProximityMonitorComponent>();
auto* proximityMonitorComponent = self->GetComponent<ProximityMonitorComponent>();
if (proximityMonitorComponent == nullptr) return;

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@@ -2,7 +2,7 @@
#include "BaseCombatAIComponent.h"
void AgDarkSpiderling::OnStartup(Entity* self) {
auto combatAI = self->GetComponent<BaseCombatAIComponent>();
auto* combatAI = self->GetComponent<BaseCombatAIComponent>();
if (combatAI != nullptr) {
combatAI->SetStunImmune(true);
}

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@@ -14,7 +14,7 @@ void AgFans::OnStartup(Entity* self) {
ToggleFX(self, false);
auto renderComponent = self->GetComponent<RenderComponent>();
auto* renderComponent = self->GetComponent<RenderComponent>();
if (renderComponent == nullptr) {
return;
@@ -27,7 +27,7 @@ void AgFans::ToggleFX(Entity* self, bool hit) {
std::string fanGroup = self->GetGroups()[0];
std::vector<Entity*> fanVolumes = EntityManager::Instance()->GetEntitiesInGroup(fanGroup);
auto renderComponent = self->GetComponent<RenderComponent>();
auto* renderComponent = self->GetComponent<RenderComponent>();
if (renderComponent == nullptr) {
return;
@@ -42,7 +42,7 @@ void AgFans::ToggleFX(Entity* self, bool hit) {
self->SetVar<bool>(u"on", false);
for (Entity* volume : fanVolumes) {
auto volumePhys = volume->GetComponent<PhantomPhysicsComponent>();
auto* volumePhys = volume->GetComponent<PhantomPhysicsComponent>();
if (!volumePhys) continue;
volumePhys->SetPhysicsEffectActive(false);
EntityManager::Instance()->SerializeEntity(volume);
@@ -58,7 +58,7 @@ void AgFans::ToggleFX(Entity* self, bool hit) {
self->SetVar<bool>(u"on", true);
for (Entity* volume : fanVolumes) {
auto volumePhys = volume->GetComponent<PhantomPhysicsComponent>();
auto* volumePhys = volume->GetComponent<PhantomPhysicsComponent>();
if (!volumePhys) continue;
volumePhys->SetPhysicsEffectActive(true);
EntityManager::Instance()->SerializeEntity(volume);

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@@ -10,7 +10,7 @@ void AgImagSmashable::OnDie(Entity* self, Entity* killer) {
bool maxImagGreaterThanZero = false;
if (killer) {
auto dest = killer->GetComponent<DestroyableComponent>();
auto* dest = killer->GetComponent<DestroyableComponent>();
if (dest) {
maxImagGreaterThanZero = dest->GetMaxImagination() > 0;
}

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@@ -49,7 +49,7 @@ void AgJetEffectServer::OnTimerDone(Entity* self, std::string timerName) {
// so we give proper credit to the builder for the kills from this skill
mortar->SetOwnerOverride(builder);
auto skillComponent = mortar->GetComponent<SkillComponent>();
auto* skillComponent = mortar->GetComponent<SkillComponent>();
if (skillComponent) skillComponent->CastSkill(318);
} else if (timerName == "CineDone") {
GameMessages::SendNotifyClientObject(

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@@ -2,7 +2,7 @@
#include "MovingPlatformComponent.h"
void AgStagePlatforms::OnStartup(Entity* self) {
auto component = self->GetComponent<MovingPlatformComponent>();
auto* component = self->GetComponent<MovingPlatformComponent>();
if (component) {
component->SetNoAutoStart(true);
component->StopPathing();
@@ -10,7 +10,7 @@ void AgStagePlatforms::OnStartup(Entity* self) {
}
void AgStagePlatforms::OnWaypointReached(Entity* self, uint32_t waypointIndex) {
auto component = self->GetComponent<MovingPlatformComponent>();
auto* component = self->GetComponent<MovingPlatformComponent>();
if (waypointIndex == 0 && component)
component->StopPathing();
}