chore: Eradicate C-style casts and further clean up some code (#1361)

* cast and code cleanup

* cast cleanup

* bug fixes and improvements

* no getBoolField method exists

* fixes

* unbroke sg cannon scoring

* removing comments

* Remove the c-style cast warning I added from CMakeLists now that they're gone (it triggers on 3rd party dependencies and slows down compilation)

* (Hopefully) fix MacOS compilation error

* partially-implemented feedback

* more updates to account for feedback

* change bool default

---------

Co-authored-by: jadebenn <jonahebenn@yahoo.com>
This commit is contained in:
jadebenn
2023-12-27 22:18:20 -06:00
committed by GitHub
parent 46ac039a3b
commit ef6f2f133e
68 changed files with 281 additions and 270 deletions

View File

@@ -95,7 +95,7 @@ void BaseWavesServer::BasePlayerExit(Entity* self, Entity* player) {
SetActivityValue(self, player->GetObjectID(), 2, 0);
self->SetNetworkVar<uint32_t>(NumberOfPlayersVariable,
std::min((uint32_t)0, self->GetNetworkVar<uint32_t>(NumberOfPlayersVariable) - 1));
std::min(static_cast<uint32_t>(0), self->GetNetworkVar<uint32_t>(NumberOfPlayersVariable) - 1));
}
// Done
@@ -212,7 +212,7 @@ void BaseWavesServer::OnActivityTimerDone(Entity* self, const std::string& name)
const auto currentTime = ActivityTimerGetCurrentTime(self, ClockTickTimer);
const auto currentWave = state.waveNumber;
self->SetNetworkVar<uint32_t>(WaveCompleteVariable, { currentWave, (uint32_t)currentTime });
self->SetNetworkVar<uint32_t>(WaveCompleteVariable, { currentWave, static_cast<uint32_t>(currentTime) });
} else if (name == GameOverWinTimer) {
GameOver(self, true);
} else if (name == CinematicDoneTimer) {
@@ -421,7 +421,7 @@ void BaseWavesServer::SpawnWave(Entity* self) {
const auto wave = waves.at(state.waveNumber);
// Handles meta info to the client about the current round
if (wave.winDelay != (uint32_t)-1) {
if (wave.winDelay != static_cast<uint32_t>(-1)) {
self->SetNetworkVar<bool>(WonWaveVariable, true);
// Close the game if we don't expect a notification from an other entity to end it
@@ -436,7 +436,7 @@ void BaseWavesServer::SpawnWave(Entity* self) {
}
}
} else {
if (wave.timeLimit != (uint32_t)-1) {
if (wave.timeLimit != static_cast<uint32_t>(-1)) {
ActivityTimerStart(self, TimedWaveTimer, 1.0f, wave.timeLimit);
self->SetNetworkVar<uint32_t>(StartTimedWaveVariable, { wave.timeLimit, state.waveNumber + 1 });
} else {
@@ -548,7 +548,7 @@ bool BaseWavesServer::UpdateSpawnedEnemies(Entity* self, LWOOBJID enemyID, uint3
}
// Might seem odd to send the next wave but the client isn't 0-indexed so it thinks it completed the correct wave
self->SetNetworkVar<uint32_t>(WaveCompleteVariable, { state.waveNumber, (uint32_t)currentTime });
self->SetNetworkVar<uint32_t>(WaveCompleteVariable, { state.waveNumber, static_cast<uint32_t>(currentTime) });
return true;
}