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authorAki <please@ignore.pl>2024-03-26 01:45:33 +0100
committerAki <please@ignore.pl>2024-03-26 01:49:16 +0100
commitea4c0557d0b7c2317e03d3d3aaefd6063c99f091 (patch)
treedad4634faf3c17f3642d736f62350df88c117a59 /StarsEx/NetPlayer.cpp
parent38332f77dc1e7bb03776631101eff6e8ad8bcaef (diff)
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DWORD replaced with std::uint32_t in non-Win32-related parts
With the exception of some netcode. This brings some important questions and solidifies me in pursuing better abstract over definitions. It might also be a good idea to have distinct aliases or compound types for time and (net) identifiers.
Diffstat (limited to 'StarsEx/NetPlayer.cpp')
-rw-r--r--StarsEx/NetPlayer.cpp46
1 files changed, 23 insertions, 23 deletions
diff --git a/StarsEx/NetPlayer.cpp b/StarsEx/NetPlayer.cpp
index d098e5c..ed27751 100644
--- a/StarsEx/NetPlayer.cpp
+++ b/StarsEx/NetPlayer.cpp
@@ -15,32 +15,32 @@
#define NOMINMAX
#endif
+#include "NetPlayer.h"
+
#include <algorithm>
-#include "NetPlayer.h"
+#include "Element.h"
+#include "Explosion.h"
+#include "Farcaster.h"
+#include "Game.h"
+#include "HUDView.h"
+#include "Light.h"
+#include "NetData.h"
#include "NetGame.h"
+#include "NetHost.h"
#include "NetMsg.h"
-#include "NetData.h"
#include "NetUtil.h"
-#include "Ship.h"
-#include "ShipDesign.h"
+#include "RadioMessage.h"
+#include "RadioTraffic.h"
#include "Shield.h"
+#include "ShipDesign.h"
+#include "Ship.h"
#include "Shot.h"
-#include "Sim.h"
#include "SimEvent.h"
+#include "Sim.h"
#include "System.h"
-#include "Weapon.h"
#include "WeaponGroup.h"
-#include "Element.h"
-#include "HUDView.h"
-#include "Explosion.h"
-#include "Farcaster.h"
-#include "RadioMessage.h"
-#include "RadioTraffic.h"
-
-#include "NetHost.h"
-#include "Game.h"
-#include "Light.h"
+#include "Weapon.h"
// +--------------------------------------------------------------------+
@@ -136,8 +136,8 @@ NetPlayer::DoObjHyper(NetObjHyper* obj_hyper)
if (ship && obj_hyper) {
Sim* sim = Sim::GetSim();
SimRegion* rgn = sim->FindRegion(obj_hyper->GetRegion());
- DWORD fc1_id = obj_hyper->GetFarcaster1();
- DWORD fc2_id = obj_hyper->GetFarcaster2();
+ auto fc1_id = obj_hyper->GetFarcaster1();
+ auto fc2_id = obj_hyper->GetFarcaster2();
Ship* fc1 = 0;
Ship* fc2 = 0;
int trans = obj_hyper->GetTransitionType();
@@ -189,7 +189,7 @@ bool
NetPlayer::DoObjTarget(NetObjTarget* obj_target)
{
if (ship && obj_target) {
- DWORD tgtid = obj_target->GetTgtID();
+ auto tgtid = obj_target->GetTgtID();
int subid = obj_target->GetSubtarget();
SimObject* target = 0;
System* subtgt = 0;
@@ -236,7 +236,7 @@ NetPlayer::DoWepTrigger(NetWepTrigger* trigger)
if (ship && trigger) {
int index = trigger->GetIndex();
int count = trigger->GetCount();
- DWORD tgtid = trigger->GetTgtID();
+ auto tgtid = trigger->GetTgtID();
int subid = trigger->GetSubtarget();
bool decoy = trigger->GetDecoy();
bool probe = trigger->GetProbe();
@@ -272,7 +272,7 @@ NetPlayer::DoWepTrigger(NetWepTrigger* trigger)
net_game->SendData(trigger);
}
else {
- DWORD wepid = NetGame::GetNextObjID(NetGame::SHOT);
+ auto wepid = NetGame::GetNextObjID(NetGame::SHOT);
Shot* shot = w->NetFireSecondary(target, subtgt, wepid);
if (shot && shot->IsDrone()) {
@@ -315,8 +315,8 @@ NetPlayer::DoWepRelease(NetWepRelease* release)
{
if (ship && release) {
int index = release->GetIndex();
- DWORD tgtid = release->GetTgtID();
- DWORD wepid = release->GetWepID();
+ auto tgtid = release->GetTgtID();
+ auto wepid = release->GetWepID();
int subid = release->GetSubtarget();
bool decoy = release->GetDecoy();
bool probe = release->GetProbe();