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refactor: replace AABB::newPermanent with new AABB
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parent
79217ca8e3
commit
534879e2e7
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@ -130,7 +130,7 @@ void ApplySchematicRuleDefinition::updateLocationBox() {
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if (m_schematic == NULL)
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m_schematic = m_levelGenOptions->getSchematicFile(m_schematicName);
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m_locationBox = AABB::newPermanent(0, 0, 0, 0, 0, 0);
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m_locationBox = new AABB(0, 0, 0, 0, 0, 0);
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m_locationBox->x0 = m_location.x;
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m_locationBox->y0 = m_location.y;
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@ -5,7 +5,7 @@
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NamedAreaRuleDefinition::NamedAreaRuleDefinition() {
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m_name = L"";
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m_area = AABB::newPermanent(0, 0, 0, 0, 0, 0);
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m_area = new AABB(0, 0, 0, 0, 0, 0);
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}
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NamedAreaRuleDefinition::~NamedAreaRuleDefinition() { delete m_area; }
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@ -11,8 +11,8 @@ AreaConstraint::AreaConstraint(int descriptionId, double x0, double y0,
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bool restrictsMovement /*=true*/)
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: TutorialConstraint(descriptionId) {
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messageArea =
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AABB::newPermanent(x0 + 2, y0 + 2, z0 + 2, x1 - 2, y1 - 2, z1 - 2);
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movementArea = AABB::newPermanent(x0, y0, z0, x1, y1, z1);
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new AABB(x0 + 2, y0 + 2, z0 + 2, x1 - 2, y1 - 2, z1 - 2);
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movementArea = new AABB(x0, y0, z0, x1, y1, z1);
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this->contains = contains;
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m_restrictsMovement = restrictsMovement;
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@ -12,7 +12,7 @@ AreaHint::AreaHint(eTutorial_Hint id, Tutorial* tutorial,
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double x1, double y1, double z1, bool allowFade /*= false*/,
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bool contains /*= true*/)
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: TutorialHint(id, tutorial, descriptionId, e_Hint_Area, allowFade) {
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area = AABB::newPermanent(x0, y0, z0, x1, y1, z1);
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area = new AABB(x0, y0, z0, x1, y1, z1);
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this->contains = contains;
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@ -16,7 +16,7 @@ ChangeStateConstraint::ChangeStateConstraint(
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bool contains /*= true*/, bool changeGameMode /*= false*/,
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GameType* targetGameMode /*= 0*/)
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: TutorialConstraint(-1) {
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movementArea = AABB::newPermanent(x0, y0, z0, x1, y1, z1);
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movementArea = new AABB(x0, y0, z0, x1, y1, z1);
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this->contains = contains;
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@ -95,7 +95,7 @@ void Chunk::setPos(int x, int y, int z) {
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// 4J - changed to just set the value rather than make a new one, if we've
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// already created storage
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if (bb == NULL) {
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bb = AABB::newPermanent(-g, -g, -g, XZSIZE + g, SIZE + g, XZSIZE + g);
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bb = new AABB(-g, -g, -g, XZSIZE + g, SIZE + g, XZSIZE + g);
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} else {
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// 4J MGH - bounds are relative to the position now, so the AABB will be
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// setup already, either above, or from the tesselator bounds.
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@ -3901,7 +3901,7 @@ void LevelRenderer::DestroyedTileManager::destroyingTileAt(Level* level, int x,
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// Make these temporary AABBs into permanently allocated AABBs
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for (unsigned int i = 0; i < recentTile->boxes.size(); i++) {
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recentTile->boxes[i] = AABB::newPermanent(
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recentTile->boxes[i] = new AABB(
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recentTile->boxes[i]->x0, recentTile->boxes[i]->y0,
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recentTile->boxes[i]->z0, recentTile->boxes[i]->x1,
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recentTile->boxes[i]->y1, recentTile->boxes[i]->z1);
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@ -268,7 +268,7 @@ void Entity::_init(bool useSmallId, Level* level) {
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xd = yd = zd = 0.0;
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yRot = xRot = 0.0f;
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yRotO = xRotO = 0.0f;
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bb = AABB::newPermanent(0, 0, 0, 0, 0, 0); // 4J Was final
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bb = new AABB(0, 0, 0, 0, 0, 0); // 4J Was final
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onGround = false;
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horizontalCollision = verticalCollision = false;
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collision = false;
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@ -73,7 +73,7 @@ void EnderDragon::_init() {
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m_actionTicks = 0;
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m_sittingDamageReceived = 0;
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m_headYRot = 0.0;
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m_acidArea = AABB::newPermanent(-4, -10, -3, 6, 3, 3);
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m_acidArea = new AABB(-4, -10, -3, 6, 3, 3);
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m_flameAttacks = 0;
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for (int i = 0; i < positionsLength; i++) {
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@ -40,11 +40,6 @@ void AABB::ReleaseThreadStorage() {
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}
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}
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AABB* AABB::newPermanent(double x0, double y0, double z0, double x1, double y1,
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double z1) {
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return new AABB(x0, y0, z0, x1, y1, z1);
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}
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void AABB::clearPool() {}
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void AABB::resetPool() {}
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@ -26,8 +26,6 @@ public:
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static void UseDefaultThreadStorage();
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static void ReleaseThreadStorage();
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static AABB* newPermanent(double x0, double y0, double z0, double x1,
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double y1, double z1);
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static void clearPool();
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static void resetPool();
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static AABB* newTemp(double x0, double y0, double z0, double x1, double y1,
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