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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.
This commit is contained in:
peterbell10
2018-05-02 08:50:36 +01:00
committed by GitHub
parent 86a8fdf3fe
commit a4dbb5c582
48 changed files with 351 additions and 351 deletions

View File

@@ -993,10 +993,10 @@ void cSlotAreaAnvil::OnTakeResult(cPlayer & a_Player)
m_ParentWindow.SetProperty(0, static_cast<short>(m_MaximumCost), a_Player);
m_MaximumCost = 0;
reinterpret_cast<cAnvilWindow &>(m_ParentWindow).SetRepairedItemName("", nullptr);
static_cast<cAnvilWindow &>(m_ParentWindow).SetRepairedItemName("", nullptr);
int PosX, PosY, PosZ;
reinterpret_cast<cAnvilWindow &>(m_ParentWindow).GetBlockPos(PosX, PosY, PosZ);
static_cast<cAnvilWindow &>(m_ParentWindow).GetBlockPos(PosX, PosY, PosZ);
BLOCKTYPE Block;
NIBBLETYPE BlockMeta;
@@ -1142,7 +1142,7 @@ void cSlotAreaAnvil::UpdateResult(cPlayer & a_Player)
}
int NameChangeExp = 0;
const AString & RepairedItemName = reinterpret_cast<cAnvilWindow*>(&m_ParentWindow)->GetRepairedItemName();
const AString & RepairedItemName = static_cast<cAnvilWindow*>(&m_ParentWindow)->GetRepairedItemName();
if (RepairedItemName.empty())
{
// Remove custom name