chore(Apps/Codestyle): add new codestyle checks for pointers and range loops (#19841)

* chore(Apps/Codestyle): add new codestyle checks for pointers and range loops

* revert a typo
This commit is contained in:
Grimdhex
2024-09-03 18:02:38 +02:00
committed by GitHub
parent c929b95172
commit 221dbd3fdb
18 changed files with 52 additions and 29 deletions

View File

@@ -303,7 +303,7 @@ public:
bool doReset = false;
if (resetTimer > 0)
{
for (const auto& sum : summons)
for (auto const& sum : summons)
{
if (Creature* creature = ObjectAccessor::GetCreature(*me, sum))
{

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@@ -471,7 +471,7 @@ public:
SetData(TYPE_RING_OF_LAW, NOT_STARTED);
break;
case DONE:
for (const auto& itr : ArenaSpectators)
for (auto const& itr : ArenaSpectators)
{
if (Creature* spectator = instance->GetCreature(itr))
{

View File

@@ -83,7 +83,7 @@ public:
}
GetCreatureListWithEntryInGrid(nearbyWhelps, me, NPC_ROOKERY_WHELP, RANGE_WHELP_CALL_HELP);
for (const auto& whelp : nearbyWhelps)
for (auto const& whelp : nearbyWhelps)
{
if (!whelp->IsInCombat())
{
@@ -106,7 +106,7 @@ public:
minDist = 50;
tempDist = 50;
me->GetGameObjectListWithEntryInGrid(nearbyEggs, GO_ROOKERY_EGG, 40);
for (const auto& egg : nearbyEggs)
for (auto const& egg : nearbyEggs)
{
if (egg->isSpawned() && egg->getLootState() == GO_READY)
{

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@@ -401,14 +401,14 @@ public:
pile->SetLootState(GO_READY);
pile->Respawn();
}
for (const auto& circleGUID : go_urokOgreCirles)
for (auto const& circleGUID : go_urokOgreCirles)
{
if (GameObject* circle = instance->GetGameObject(circleGUID))
{
circle->Delete();
}
}
for (const auto& mobGUID : UrokMobs)
for (auto const& mobGUID : UrokMobs)
{
if (Creature* mob = instance->GetCreature(mobGUID))
{

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@@ -120,7 +120,7 @@ public:
immol->GetAI()->SetData(1, 1);
immol->RemoveUnitFlag(UNIT_FLAG_NON_ATTACKABLE);
}
for (const auto& guid : HighborneSummoners)
for (auto const& guid : HighborneSummoners)
{
if (Creature* summoner = instance->GetCreature(guid))
{

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@@ -386,7 +386,7 @@ struct boss_cthun : public BossAI
}, 500ms);
//Spawn flesh tentacle
for (const auto& position : FleshTentaclePos)
for (auto const& position : FleshTentaclePos)
me->SummonCreature(NPC_FLESH_TENTACLE, position, TEMPSUMMON_CORPSE_TIMED_DESPAWN, 5000);
ScheduleTasks();
@@ -501,7 +501,7 @@ struct boss_cthun : public BossAI
me->RemoveAurasDueToSpell(SPELL_PURPLE_COLORATION);
DoCastSelf(SPELL_CARAPACE_CTHUN, true);
//Spawn flesh tentacle
for (const auto& position : FleshTentaclePos)
for (auto const& position : FleshTentaclePos)
me->SummonCreature(NPC_FLESH_TENTACLE, position, TEMPSUMMON_CORPSE_TIMED_DESPAWN, 5000);
});
}

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@@ -159,7 +159,7 @@ public:
return false;
Map::PlayerList const& pList = me->GetMap()->GetPlayers();
for (const auto& itr : pList)
for (auto const& itr : pList)
{
Player* player = itr.GetSource();
if (!player || !player->IsAlive())

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@@ -387,7 +387,7 @@ public:
{
bool checklife = false;
bool checkdead = false;
for (const auto& i : PlayerList)
for (auto const& i : PlayerList)
{
Player* player = i.GetSource();
if (player->IsAlive() &&

View File

@@ -228,7 +228,7 @@ public:
case EVENT_SAFETY_DANCE:
{
Map::PlayerList const& pList = me->GetMap()->GetPlayers();
for (const auto& itr : pList)
for (auto const& itr : pList)
{
if (IsInRoom(itr.GetSource()) && !itr.GetSource()->IsAlive())
{

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@@ -142,7 +142,7 @@ public:
if (PlList.IsEmpty())
return;
for (const auto& i : PlList)
for (auto const& i : PlList)
{
if (Player* player = i.GetSource())
{
@@ -400,7 +400,7 @@ public:
case EVENT_HUNDRED_CLUB:
{
Map::PlayerList const& pList = me->GetMap()->GetPlayers();
for (const auto& itr : pList)
for (auto const& itr : pList)
{
if (itr.GetSource()->GetResistance(SPELL_SCHOOL_FROST) > 100 && pInstance)
{

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@@ -671,7 +671,7 @@ class spell_hun_readiness : public SpellScript
std::set<std::pair<uint32, bool>> spellsToRemove;
std::set<uint32> categoriesToRemove;
for (const auto& [spellId, cooldown] : cooldowns)
for (auto const& [spellId, cooldown] : cooldowns)
{
SpellInfo const* spellInfo = sSpellMgr->GetSpellInfo(spellId);
if (spellInfo
@@ -689,9 +689,9 @@ class spell_hun_readiness : public SpellScript
}
// we can't remove spell cooldowns while iterating.
for (const auto& [spellId, sendToClient] : spellsToRemove)
for (auto const& [spellId, sendToClient] : spellsToRemove)
caster->RemoveSpellCooldown(spellId, sendToClient);
for (const auto& category : categoriesToRemove)
for (auto const& category : categoriesToRemove)
caster->RemoveCategoryCooldown(category);
}