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
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@@ -7739,7 +7739,7 @@ void Player::SendLoot(ObjectGuid guid, LootType loot_type)
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// remove FD and invisibility at all loots
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constexpr std::array<AuraType, 2> toRemove = {SPELL_AURA_MOD_INVISIBILITY, SPELL_AURA_FEIGN_DEATH};
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for (const auto& aura : toRemove)
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for (auto const& aura : toRemove)
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{
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RemoveAurasByType(aura);
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}
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@@ -29,7 +29,7 @@ PlayerSocial::PlayerSocial(): m_playerGUID() { }
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uint32 PlayerSocial::GetNumberOfSocialsWithFlag(SocialFlag flag) const
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{
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uint32 counter = 0;
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for (const auto& itr : m_playerSocialMap)
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for (auto const& itr : m_playerSocialMap)
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{
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if ((itr.second.Flags & flag) != 0)
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++counter;
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@@ -178,7 +178,7 @@ void PlayerSocial::SendSocialList(Player* player, uint32 flags)
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bool PlayerSocial::_checkContact(ObjectGuid guid, SocialFlag flags) const
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{
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const auto& itr = m_playerSocialMap.find(guid);
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auto const& itr = m_playerSocialMap.find(guid);
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if (itr != m_playerSocialMap.end())
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return (itr->second.Flags & flags) != 0;
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@@ -2657,7 +2657,7 @@ bool Unit::GetMeleeAttackPoint(Unit* attacker, Position& pos)
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double attackerSize = attacker->GetCollisionRadius();
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for (const auto& otherAttacker: attackers)
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for (auto const& otherAttacker: attackers)
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{
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// if the otherAttacker is not valid, skip
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if (!otherAttacker || otherAttacker->GetGUID() == attacker->GetGUID() ||
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@@ -71,7 +71,7 @@ namespace Movement
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1.f, 0.f, 0.f, 0.f);
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/* classic view:
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inline void C_Evaluate(const Vector3 *vertice, float t, const float (&matrix)[4][4], Vector3 &position)
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inline void C_Evaluate(Vector3 const* vertice, float t, const float (&matrix)[4][4], Vector3 &position)
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{
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Vector3 tvec(t*t*t, t*t, t);
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int i = 0;
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@@ -127,8 +127,8 @@ public:
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void DecryptData(uint8* buffer, uint32 length);
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void EncryptData(uint8* buffer, uint32 length);
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static bool IsValidCheckSum(uint32 checksum, const uint8 *data, const uint16 length);
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static uint32 BuildChecksum(const uint8 *data, uint32 length);
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static bool IsValidCheckSum(uint32 checksum, uint8 const* data, const uint16 length);
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static uint32 BuildChecksum(uint8 const* data, uint32 length);
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// If no check is passed, the default action from config is executed
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void ApplyPenalty(uint16 checkId, std::string const& reason);
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