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

@@ -30,7 +30,7 @@ void SGCannon::OnStartup(Entity* self) {
self->SetVar<Vector3>(InitialVelocityVariable, {});
self->SetVar<uint32_t>(ImpactSkillVariale, constants.impactSkillID);
auto shootingGalleryComponent = self->GetComponent<ShootingGalleryComponent>();
auto* shootingGalleryComponent = self->GetComponent<ShootingGalleryComponent>();
if (shootingGalleryComponent != nullptr) {
shootingGalleryComponent->SetStaticParams({
Vector3 { -327.8609924316406, 256.8999938964844, 1.6482199430465698 },
@@ -57,7 +57,7 @@ void SGCannon::OnStartup(Entity* self) {
self->SetVar<uint32_t>(MatrixVariable, 1);
self->SetVar<bool>(InitVariable, true);
auto simplePhysicsComponent = self->GetComponent<SimplePhysicsComponent>();
auto* simplePhysicsComponent = self->GetComponent<SimplePhysicsComponent>();
if (simplePhysicsComponent != nullptr) {
simplePhysicsComponent->SetPhysicsMotionState(5);
@@ -88,7 +88,7 @@ void SGCannon::OnActivityStateChangeRequest(Entity* self, LWOOBJID senderID, int
GameMessages::SendActivityEnter(self->GetObjectID(), player->GetSystemAddress());
auto shootingGalleryComponent = self->GetComponent<ShootingGalleryComponent>();
auto* shootingGalleryComponent = self->GetComponent<ShootingGalleryComponent>();
if (shootingGalleryComponent != nullptr) {
shootingGalleryComponent->SetCurrentPlayerID(player->GetObjectID());
@@ -100,12 +100,12 @@ void SGCannon::OnActivityStateChangeRequest(Entity* self, LWOOBJID senderID, int
Game::logger->Log("SGCannon", "Shooting gallery component is null");
}
auto characterComponent = player->GetComponent<CharacterComponent>();
auto* characterComponent = player->GetComponent<CharacterComponent>();
if (characterComponent != nullptr) {
characterComponent->SetIsRacing(true);
characterComponent->SetCurrentActivity(eGameActivity::SHOOTING_GALLERY);
auto possessor = player->GetComponent<PossessorComponent>();
auto* possessor = player->GetComponent<PossessorComponent>();
if (possessor) {
possessor->SetPossessable(self->GetObjectID());
possessor->SetPossessableType(ePossessionType::NO_POSSESSION);
@@ -552,7 +552,7 @@ void SGCannon::StopGame(Entity* self, bool cancel) {
percentage = misses / fired;
}
auto missionComponent = player->GetComponent<MissionComponent>();
auto* missionComponent = player->GetComponent<MissionComponent>();
if (missionComponent != nullptr) {
missionComponent->Progress(eMissionTaskType::PERFORM_ACTIVITY, self->GetVar<uint32_t>(TotalScoreVariable), self->GetObjectID(), "performact_score");
@@ -566,7 +566,7 @@ void SGCannon::StopGame(Entity* self, bool cancel) {
self->SetNetworkVar<bool>(AudioFinalWaveDoneVariable, true);
// Give the player the model rewards they earned
auto inventory = player->GetComponent<InventoryComponent>();
auto* inventory = player->GetComponent<InventoryComponent>();
if (inventory != nullptr) {
for (const auto rewardLot : self->GetVar<std::vector<LOT>>(RewardsVariable)) {
inventory->AddItem(rewardLot, 1, eLootSourceType::ACTIVITY, eInventoryType::MODELS);
@@ -664,7 +664,7 @@ void SGCannon::RegisterHit(Entity* self, Entity* target, const std::string& time
auto* player = EntityManager::Instance()->GetEntity(self->GetVar<LWOOBJID>(PlayerIDVariable));
if (player == nullptr) return;
auto missionComponent = player->GetComponent<MissionComponent>();
auto* missionComponent = player->GetComponent<MissionComponent>();
if (missionComponent == nullptr) return;
missionComponent->Progress(eMissionTaskType::SMASH, spawnInfo.lot, self->GetObjectID());
@@ -718,7 +718,7 @@ void SGCannon::ToggleSuperCharge(Entity* self, bool enable) {
return;
}
auto inventoryComponent = player->GetComponent<InventoryComponent>();
auto* inventoryComponent = player->GetComponent<InventoryComponent>();
auto equippedItems = inventoryComponent->GetEquippedItems();
@@ -727,7 +727,7 @@ void SGCannon::ToggleSuperCharge(Entity* self, bool enable) {
auto skillID = constants.cannonSkill;
auto cooldown = constants.cannonRefireRate;
auto selfInventoryComponent = self->GetComponent<InventoryComponent>();
auto* selfInventoryComponent = self->GetComponent<InventoryComponent>();
if (inventoryComponent == nullptr) {
Game::logger->Log("SGCannon", "Inventory component not found");
@@ -770,7 +770,7 @@ void SGCannon::ToggleSuperCharge(Entity* self, bool enable) {
const auto& constants = GetConstants();
auto shootingGalleryComponent = self->GetComponent<ShootingGalleryComponent>();
auto* shootingGalleryComponent = self->GetComponent<ShootingGalleryComponent>();
if (shootingGalleryComponent == nullptr) {
return;