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https://github.com/EQEmu/Server.git
synced 2026-05-19 13:28:25 +00:00
clang-tidy modernize-use-auto
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+29
-29
@@ -58,13 +58,13 @@ extern WorldServer worldserver;
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extern npcDecayTimes_Struct npcCorpseDecayTimes[100];
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void Corpse::SendEndLootErrorPacket(Client* client) {
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EQApplicationPacket* outapp = new EQApplicationPacket(OP_LootComplete, 0);
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auto outapp = new EQApplicationPacket(OP_LootComplete, 0);
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client->QueuePacket(outapp);
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safe_delete(outapp);
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}
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void Corpse::SendLootReqErrorPacket(Client* client, uint8 response) {
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EQApplicationPacket* outapp = new EQApplicationPacket(OP_MoneyOnCorpse, sizeof(moneyOnCorpseStruct));
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auto outapp = new EQApplicationPacket(OP_MoneyOnCorpse, sizeof(moneyOnCorpseStruct));
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moneyOnCorpseStruct* d = (moneyOnCorpseStruct*) outapp->pBuffer;
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d->response = response;
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d->unknown1 = 0x5a;
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@@ -75,7 +75,8 @@ void Corpse::SendLootReqErrorPacket(Client* client, uint8 response) {
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Corpse* Corpse::LoadCharacterCorpseEntity(uint32 in_dbid, uint32 in_charid, std::string in_charname, const glm::vec4& position, std::string time_of_death, bool rezzed, bool was_at_graveyard) {
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uint32 item_count = database.GetCharacterCorpseItemCount(in_dbid);
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char *buffer = new char[sizeof(PlayerCorpse_Struct) + (item_count * sizeof(player_lootitem::ServerLootItem_Struct))];
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auto buffer =
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new char[sizeof(PlayerCorpse_Struct) + (item_count * sizeof(player_lootitem::ServerLootItem_Struct))];
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PlayerCorpse_Struct *pcs = (PlayerCorpse_Struct*)buffer;
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database.LoadCharacterCorpseData(in_dbid, pcs);
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@@ -89,27 +90,26 @@ Corpse* Corpse::LoadCharacterCorpseEntity(uint32 in_dbid, uint32 in_charid, std:
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}
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/* Create Corpse Entity */
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Corpse* pc = new Corpse(
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in_dbid, // uint32 in_dbid
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in_charid, // uint32 in_charid
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in_charname.c_str(), // char* in_charname
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&itemlist, // ItemList* in_itemlist
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pcs->copper, // uint32 in_copper
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pcs->silver, // uint32 in_silver
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pcs->gold, // uint32 in_gold
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pcs->plat, // uint32 in_plat
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position,
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pcs->size, // float in_size
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pcs->gender, // uint8 in_gender
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pcs->race, // uint16 in_race
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pcs->class_, // uint8 in_class
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pcs->deity, // uint8 in_deity
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pcs->level, // uint8 in_level
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pcs->texture, // uint8 in_texture
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pcs->helmtexture, // uint8 in_helmtexture
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pcs->exp, // uint32 in_rezexp
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was_at_graveyard // bool wasAtGraveyard
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);
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auto pc = new Corpse(in_dbid, // uint32 in_dbid
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in_charid, // uint32 in_charid
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in_charname.c_str(), // char* in_charname
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&itemlist, // ItemList* in_itemlist
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pcs->copper, // uint32 in_copper
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pcs->silver, // uint32 in_silver
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pcs->gold, // uint32 in_gold
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pcs->plat, // uint32 in_plat
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position,
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pcs->size, // float in_size
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pcs->gender, // uint8 in_gender
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pcs->race, // uint16 in_race
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pcs->class_, // uint8 in_class
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pcs->deity, // uint8 in_deity
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pcs->level, // uint8 in_level
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pcs->texture, // uint8 in_texture
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pcs->helmtexture, // uint8 in_helmtexture
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pcs->exp, // uint32 in_rezexp
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was_at_graveyard // bool wasAtGraveyard
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);
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if (pcs->locked)
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pc->Lock();
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@@ -658,7 +658,7 @@ void Corpse::AddItem(uint32 itemnum, uint16 charges, int16 slot, uint32 aug1, ui
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is_corpse_changed = true;
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ServerLootItem_Struct* item = new ServerLootItem_Struct;
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auto item = new ServerLootItem_Struct;
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memset(item, 0, sizeof(ServerLootItem_Struct));
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item->item_id = itemnum;
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@@ -798,7 +798,7 @@ bool Corpse::Process() {
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database.SendCharacterCorpseToGraveyard(corpse_db_id, zone->graveyard_zoneid(),
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(zone->GetZoneID() == zone->graveyard_zoneid()) ? zone->GetInstanceID() : 0, zone->GetGraveyardPoint());
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corpse_graveyard_timer.Disable();
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ServerPacket* pack = new ServerPacket(ServerOP_SpawnPlayerCorpse, sizeof(SpawnPlayerCorpse_Struct));
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auto pack = new ServerPacket(ServerOP_SpawnPlayerCorpse, sizeof(SpawnPlayerCorpse_Struct));
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SpawnPlayerCorpse_Struct* spc = (SpawnPlayerCorpse_Struct*)pack->pBuffer;
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spc->player_corpse_id = corpse_db_id;
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spc->zone_id = zone->graveyard_zoneid();
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@@ -942,7 +942,7 @@ void Corpse::MakeLootRequestPackets(Client* client, const EQApplicationPacket* a
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if(Loot_Request_Type >= 2 || (Loot_Request_Type == 1 && client->Admin() >= 100 && client->GetGM())) {
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this->being_looted_by = client->GetID();
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EQApplicationPacket* outapp = new EQApplicationPacket(OP_MoneyOnCorpse, sizeof(moneyOnCorpseStruct));
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auto outapp = new EQApplicationPacket(OP_MoneyOnCorpse, sizeof(moneyOnCorpseStruct));
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moneyOnCorpseStruct* d = (moneyOnCorpseStruct*) outapp->pBuffer;
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d->response = 1;
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@@ -1260,7 +1260,7 @@ void Corpse::LootItem(Client* client, const EQApplicationPacket* app) {
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}
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void Corpse::EndLoot(Client* client, const EQApplicationPacket* app) {
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EQApplicationPacket* outapp = new EQApplicationPacket;
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auto outapp = new EQApplicationPacket;
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outapp->SetOpcode(OP_LootComplete);
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outapp->size = 0;
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client->QueuePacket(outapp);
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@@ -1390,7 +1390,7 @@ void Corpse::CompleteResurrection(){
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}
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void Corpse::Spawn() {
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EQApplicationPacket* app = new EQApplicationPacket;
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auto app = new EQApplicationPacket;
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this->CreateSpawnPacket(app, this);
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entity_list.QueueClients(this, app);
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safe_delete(app);
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