Prefer static_cast to reinterpret_cast (#4223)
* Change reinterpret_cast -> static_cast wherever possible * Remove more unnecessary `const_cast`s. reinterpret_casts should be avoided for the same reason as c-style casts - they don't do any type-checking. reinterpret_cast was mainly being used for down-casting in inheritance hierarchies but static_cast works just as well while also making sure that there is actually an inheritance relationship there.
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@@ -539,7 +539,7 @@ void cChunk::CollectMobCensus(cMobCensus & toFill)
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// LOGD("Counting entity #%i (%s)", (*itr)->GetUniqueID(), (*itr)->GetClass());
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if (entity->IsMob())
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{
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auto & Monster = reinterpret_cast<cMonster &>(*entity);
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auto & Monster = static_cast<cMonster &>(*entity);
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currentPosition = Monster.GetPosition();
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for (const auto & PlayerPos : PlayerPositions)
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{
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@@ -1902,11 +1902,11 @@ void cChunk::CollectPickupsByPlayer(cPlayer & a_Player)
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MarkDirty();
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if (Entity->IsPickup())
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{
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reinterpret_cast<cPickup *>(Entity.get())->CollectedBy(a_Player);
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static_cast<cPickup &>(*Entity).CollectedBy(a_Player);
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}
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else
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{
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reinterpret_cast<cProjectileEntity *>(Entity.get())->CollectedBy(a_Player);
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static_cast<cProjectileEntity &>(*Entity).CollectedBy(a_Player);
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}
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}
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else if (SqrDist < 5 * 5)
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