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path: root/source/game/StarItemDrop.cpp
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Diffstat (limited to 'source/game/StarItemDrop.cpp')
-rw-r--r--source/game/StarItemDrop.cpp12
1 files changed, 6 insertions, 6 deletions
diff --git a/source/game/StarItemDrop.cpp b/source/game/StarItemDrop.cpp
index fa3c984..e7eec81 100644
--- a/source/game/StarItemDrop.cpp
+++ b/source/game/StarItemDrop.cpp
@@ -69,7 +69,7 @@ ItemDropPtr ItemDrop::throwDrop(ItemDescriptor const& itemDescriptor, Vec2F cons
ItemDrop::ItemDrop(ItemPtr item)
: ItemDrop() {
- m_item = move(item);
+ m_item = std::move(item);
updateCollisionPoly();
@@ -94,7 +94,7 @@ ItemDrop::ItemDrop(Json const& diskStore)
ItemDrop::ItemDrop(ByteArray store)
: ItemDrop() {
- DataStreamBuffer ds(move(store));
+ DataStreamBuffer ds(std::move(store));
Root::singleton().itemDatabase()->loadItem(ds.read<ItemDescriptor>(), m_item);
ds.read(m_eternal);
@@ -151,7 +151,7 @@ pair<ByteArray, uint64_t> ItemDrop::writeNetState(uint64_t fromVersion) {
}
void ItemDrop::readNetState(ByteArray data, float interpolationTime) {
- m_netGroup.readNetState(move(data), interpolationTime);
+ m_netGroup.readNetState(std::move(data), interpolationTime);
}
void ItemDrop::enableInterpolation(float extrapolationHint) {
@@ -292,7 +292,7 @@ void ItemDrop::render(RenderCallback* renderCallback) {
auto drawable = Drawable::makeLine(line, width, beamColor, position());
(drawable.linePart().endColor = beamColor)->setAlphaF(0.0f);
drawable.fullbright = true;
- renderCallback->addDrawable(move(drawable), RenderLayerItemDrop);
+ renderCallback->addDrawable(std::move(drawable), RenderLayerItemDrop);
}
if (!m_drawables) {
@@ -314,7 +314,7 @@ void ItemDrop::render(RenderCallback* renderCallback) {
Vec2F dropPosition = position();
for (Drawable drawable : *m_drawables) {
drawable.position += dropPosition;
- renderCallback->addDrawable(move(drawable), renderLayer);
+ renderCallback->addDrawable(std::move(drawable), renderLayer);
}
}
@@ -323,7 +323,7 @@ void ItemDrop::renderLightSources(RenderCallback* renderCallback) {
light.pointLight = false;
light.color = Vec3B::filled(20);
light.position = position();
- renderCallback->addLightSource(move(light));
+ renderCallback->addLightSource(std::move(light));
}