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mirror of https://github.com/Laupetin/OpenAssetTools.git synced 2025-12-07 19:57:48 +00:00

chore: use auto instead of repeated types

This commit is contained in:
Jan Laupetin
2025-11-09 22:09:06 +01:00
parent afe0fd76c1
commit c4f3c0eaa0
9 changed files with 46 additions and 46 deletions

View File

@@ -16,7 +16,7 @@ namespace BSP
if (assetName.length() == 0)
return nullptr;
FootstepTableDef* footstepTable = m_memory.Alloc<FootstepTableDef>();
auto* footstepTable = m_memory.Alloc<FootstepTableDef>();
footstepTable->name = m_memory.Dup(assetName.c_str());
memset(footstepTable->sndAliasTable, 0, sizeof(footstepTable->sndAliasTable));
@@ -73,32 +73,32 @@ namespace BSP
MapEntsLinker mapEntsLinker(m_memory, m_search_path, m_context);
SkinnedVertsLinker skinnedVertsLinker(m_memory, m_search_path, m_context);
ComWorld* comWorld = comWorldLinker.linkComWorld(bsp);
auto* comWorld = comWorldLinker.linkComWorld(bsp);
if (comWorld == nullptr)
return false;
m_context.AddAsset<AssetComWorld>(comWorld->name, comWorld);
MapEnts* mapEnts = mapEntsLinker.linkMapEnts(bsp);
auto* mapEnts = mapEntsLinker.linkMapEnts(bsp);
if (mapEnts == nullptr)
return false;
m_context.AddAsset<AssetMapEnts>(mapEnts->name, mapEnts);
GameWorldMp* gameWorldMp = gameWorldMpLinker.linkGameWorldMp(bsp);
auto* gameWorldMp = gameWorldMpLinker.linkGameWorldMp(bsp);
if (gameWorldMp == nullptr)
return false;
m_context.AddAsset<AssetGameWorldMp>(gameWorldMp->name, gameWorldMp);
SkinnedVertsDef* skinnedVerts = skinnedVertsLinker.linkSkinnedVerts(bsp);
auto* skinnedVerts = skinnedVertsLinker.linkSkinnedVerts(bsp);
if (skinnedVerts == nullptr)
return false;
m_context.AddAsset<AssetSkinnedVerts>(skinnedVerts->name, skinnedVerts);
GfxWorld* gfxWorld = gfxWorldLinker.linkGfxWorld(bsp); // requires mapents asset
auto* gfxWorld = gfxWorldLinker.linkGfxWorld(bsp); // requires mapents asset
if (gfxWorld == nullptr)
return false;
m_context.AddAsset<AssetGfxWorld>(gfxWorld->name, gfxWorld);
clipMap_t* clipMap = clipMapLinker.linkClipMap(bsp); // requires gfxworld and mapents asset
auto* clipMap = clipMapLinker.linkClipMap(bsp); // requires gfxworld and mapents asset
if (clipMap == nullptr)
return false;
m_context.AddAsset<AssetClipMap>(clipMap->name, clipMap);