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