mirror of
https://github.com/DarkflameUniverse/DarkflameServer.git
synced 2025-10-09 17:08:06 +00:00
Replace all auto with auto*
For components
This commit is contained in:
@@ -72,7 +72,7 @@ void NsConcertInstrument::OnTimerDone(Entity* self, std::string name) {
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if (activePlayer != nullptr && name == "checkPlayer" && self->GetVar<bool>(u"beingPlayed")) {
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GameMessages::SendNotifyClientObject(self->GetObjectID(), u"checkMovement", 0, 0,
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activePlayer->GetObjectID(), "", UNASSIGNED_SYSTEM_ADDRESS);
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auto stats = activePlayer->GetComponent<DestroyableComponent>();
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auto* stats = activePlayer->GetComponent<DestroyableComponent>();
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if (stats) {
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if (stats->GetImagination() > 0) {
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self->AddTimer("checkPlayer", updateFrequency);
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@@ -81,7 +81,7 @@ void NsConcertInstrument::OnTimerDone(Entity* self, std::string name) {
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}
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}
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} else if (activePlayer != nullptr && name == "deductImagination" && self->GetVar<bool>(u"beingPlayed")) {
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auto stats = activePlayer->GetComponent<DestroyableComponent>();
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auto* stats = activePlayer->GetComponent<DestroyableComponent>();
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if (stats)
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stats->SetImagination(stats->GetImagination() - instrumentImaginationCost);
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@@ -93,20 +93,20 @@ void NsConcertInstrument::OnTimerDone(Entity* self, std::string name) {
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activePlayer->GetObjectID(), "", UNASSIGNED_SYSTEM_ADDRESS);
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}
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auto rebuildComponent = self->GetComponent<RebuildComponent>();
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auto* rebuildComponent = self->GetComponent<RebuildComponent>();
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if (rebuildComponent != nullptr)
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rebuildComponent->ResetRebuild(false);
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self->Smash(self->GetObjectID(), eKillType::VIOLENT);
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self->SetVar<LWOOBJID>(u"activePlayer", LWOOBJID_EMPTY);
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} else if (activePlayer != nullptr && name == "achievement") {
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auto missionComponent = activePlayer->GetComponent<MissionComponent>();
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auto* missionComponent = activePlayer->GetComponent<MissionComponent>();
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if (missionComponent != nullptr) {
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missionComponent->ForceProgress(302, 462, self->GetLOT());
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}
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self->AddTimer("achievement2", 10.0f);
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} else if (activePlayer != nullptr && name == "achievement2") {
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auto missionComponent = activePlayer->GetComponent<MissionComponent>();
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auto* missionComponent = activePlayer->GetComponent<MissionComponent>();
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if (missionComponent != nullptr) {
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missionComponent->ForceProgress(602, achievementTaskID.at(GetInstrumentLot(self)), self->GetLOT());
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}
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@@ -127,7 +127,7 @@ void NsConcertInstrument::StartPlayingInstrument(Entity* self, Entity* player) {
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});
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for (auto* soundBox : EntityManager::Instance()->GetEntitiesInGroup("Audio-Concert")) {
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auto soundTrigger = soundBox->GetComponent<SoundTriggerComponent>();
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auto* soundTrigger = soundBox->GetComponent<SoundTriggerComponent>();
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if (soundTrigger != nullptr) {
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soundTrigger->ActivateMusicCue(music.at(instrumentLot));
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}
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@@ -148,7 +148,7 @@ void NsConcertInstrument::StopPlayingInstrument(Entity* self, Entity* player) {
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// Player might be null if they left
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if (player != nullptr) {
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auto missions = player->GetComponent<MissionComponent>();
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auto* missions = player->GetComponent<MissionComponent>();
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if (missions != nullptr && missions->GetMissionState(176) == eMissionState::ACTIVE) {
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missions->Progress(eMissionTaskType::SCRIPT, self->GetLOT());
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}
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@@ -162,7 +162,7 @@ void NsConcertInstrument::StopPlayingInstrument(Entity* self, Entity* player) {
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self->SetVar<bool>(u"beingPlayed", false);
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for (auto* soundBox : EntityManager::Instance()->GetEntitiesInGroup("Audio-Concert")) {
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auto soundTrigger = soundBox->GetComponent<SoundTriggerComponent>();
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auto* soundTrigger = soundBox->GetComponent<SoundTriggerComponent>();
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if (soundTrigger != nullptr) {
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soundTrigger->DeactivateMusicCue(music.at(instrumentLot));
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}
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@@ -173,7 +173,7 @@ void NsConcertInstrument::StopPlayingInstrument(Entity* self, Entity* player) {
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}
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void NsConcertInstrument::EquipInstruments(Entity* self, Entity* player) {
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auto inventory = player->GetComponent<InventoryComponent>();
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auto* inventory = player->GetComponent<InventoryComponent>();
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if (inventory != nullptr) {
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auto equippedItems = inventory->GetEquippedItems();
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@@ -216,7 +216,7 @@ void NsConcertInstrument::EquipInstruments(Entity* self, Entity* player) {
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}
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void NsConcertInstrument::UnEquipInstruments(Entity* self, Entity* player) {
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auto inventory = player->GetComponent<InventoryComponent>();
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auto* inventory = player->GetComponent<InventoryComponent>();
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if (inventory != nullptr) {
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auto equippedItems = inventory->GetEquippedItems();
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@@ -103,7 +103,7 @@ void NsConcertQuickBuild::OnRebuildComplete(Entity* self, Entity* target) {
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// Move all the platforms so the user can collect the imagination brick
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const auto movingPlatforms = EntityManager::Instance()->GetEntitiesInGroup("ConcertPlatforms");
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for (auto* movingPlatform : movingPlatforms) {
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auto component = movingPlatform->GetComponent<MovingPlatformComponent>();
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auto* component = movingPlatform->GetComponent<MovingPlatformComponent>();
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if (component) {
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component->WarpToWaypoint(component->GetLastWaypointIndex());
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@@ -132,7 +132,7 @@ void NsConcertQuickBuild::OnRebuildComplete(Entity* self, Entity* target) {
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quickBuild->Smash();
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});
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auto destroyableComponent = quickBuild->GetComponent<DestroyableComponent>();
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auto* destroyableComponent = quickBuild->GetComponent<DestroyableComponent>();
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if (destroyableComponent)
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destroyableComponent->SetFaction(-1);
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}
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@@ -157,7 +157,7 @@ void NsConcertQuickBuild::OnRebuildComplete(Entity* self, Entity* target) {
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}
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void NsConcertQuickBuild::ProgressStageCraft(Entity* self, Entity* player) {
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auto missionComponent = player->GetComponent<MissionComponent>();
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auto* missionComponent = player->GetComponent<MissionComponent>();
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if (missionComponent) {
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// Has to be forced as to not accidentally trigger the licensed technician achievement
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@@ -186,7 +186,7 @@ void NsConcertQuickBuild::ProgressLicensedTechnician(Entity* self) {
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if (playerID != LWOOBJID_EMPTY) {
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const auto player = EntityManager::Instance()->GetEntity(playerID);
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if (player) {
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auto playerMissionComponent = player->GetComponent<MissionComponent>();
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auto* playerMissionComponent = player->GetComponent<MissionComponent>();
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if (playerMissionComponent)
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playerMissionComponent->ForceProgress(598, 903, self->GetLOT());
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}
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@@ -46,7 +46,7 @@ void NsGetFactionMissionServer::OnRespondToMission(Entity* self, int missionID,
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player->GetCharacter()->SetPlayerFlag(flagID, true);
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}
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auto mis = player->GetComponent<MissionComponent>();
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auto* mis = player->GetComponent<MissionComponent>();
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for (int mission : factionMissions) {
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mis->AcceptMission(mission);
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@@ -4,7 +4,7 @@
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void NsJohnnyMissionServer::OnMissionDialogueOK(Entity* self, Entity* target, int missionID, eMissionState missionState) {
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if (missionID == 773 && missionState <= eMissionState::ACTIVE) {
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auto missionComponent = target->GetComponent<MissionComponent>();
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auto* missionComponent = target->GetComponent<MissionComponent>();
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if (missionComponent != nullptr) {
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missionComponent->AcceptMission(774);
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missionComponent->AcceptMission(775);
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@@ -5,7 +5,7 @@
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void NsModularBuild::OnModularBuildExit(Entity* self, Entity* player, bool bCompleted, std::vector<LOT> modules) {
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if (bCompleted) {
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auto mission = self->GetComponent<MissionComponent>();
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auto* mission = self->GetComponent<MissionComponent>();
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if (mission->GetMissionState(m_MissionNum) == eMissionState::ACTIVE) {
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for (LOT mod : modules) {
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@@ -25,7 +25,7 @@ void WhFans::ToggleFX(Entity* self, bool hit) {
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std::vector<Entity*> fanVolumes = EntityManager::Instance()->GetEntitiesInGroup(fanGroup);
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auto renderComponent = self->GetComponent<RenderComponent>();
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auto* renderComponent = self->GetComponent<RenderComponent>();
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if (renderComponent == nullptr) return;
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@@ -38,7 +38,7 @@ void WhFans::ToggleFX(Entity* self, bool hit) {
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self->SetVar<bool>(u"on", false);
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for (Entity* volume : fanVolumes) {
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auto volumePhys = volume->GetComponent<PhantomPhysicsComponent>();
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auto* volumePhys = volume->GetComponent<PhantomPhysicsComponent>();
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if (!volumePhys) continue;
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volumePhys->SetPhysicsEffectActive(false);
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EntityManager::Instance()->SerializeEntity(volume);
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@@ -49,7 +49,7 @@ void WhFans::ToggleFX(Entity* self, bool hit) {
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self->SetVar<bool>(u"on", true);
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for (Entity* volume : fanVolumes) {
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auto volumePhys = volume->GetComponent<PhantomPhysicsComponent>();
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auto* volumePhys = volume->GetComponent<PhantomPhysicsComponent>();
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if (!volumePhys) continue;
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volumePhys->SetPhysicsEffectActive(true);
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EntityManager::Instance()->SerializeEntity(volume);
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