Runtime: Remove unnecessary smart pointer .get() calls

Same behavior, less code to read.
This commit is contained in:
Lioncash 2020-03-27 20:50:42 -04:00
parent 194cdf145f
commit 2558da714e
2 changed files with 3 additions and 3 deletions

View File

@ -95,7 +95,7 @@ void CExplosion::AddToRenderer(const zeus::CFrustum& frustum, const CStateManage
if (!(xf4_24_renderThermalHot && mgr.GetThermalDrawFlag() == EThermalDrawFlag::Hot) && if (!(xf4_24_renderThermalHot && mgr.GetThermalDrawFlag() == EThermalDrawFlag::Hot) &&
!(xf4_26_renderXray && mgr.GetPlayerState()->GetActiveVisor(mgr) == CPlayerState::EPlayerVisor::XRay)) { !(xf4_26_renderXray && mgr.GetPlayerState()->GetActiveVisor(mgr) == CPlayerState::EPlayerVisor::XRay)) {
g_Renderer->AddParticleGen(*xe8_particleGen.get()); g_Renderer->AddParticleGen(*xe8_particleGen);
return; return;
} }

View File

@ -191,7 +191,7 @@ void CScriptSpecialFunction::AcceptScriptMsg(EScriptObjectMessage msg, TUniqueId
} }
case ESpecialFunction::MissileStation: { case ESpecialFunction::MissileStation: {
if (msg == EScriptObjectMessage::Action) { if (msg == EScriptObjectMessage::Action) {
CPlayerState& pState = *mgr.GetPlayerState().get(); CPlayerState& pState = *mgr.GetPlayerState();
pState.ResetAndIncrPickUp(CPlayerState::EItemType::Missiles, pState.ResetAndIncrPickUp(CPlayerState::EItemType::Missiles,
pState.GetItemCapacity(CPlayerState::EItemType::Missiles)); pState.GetItemCapacity(CPlayerState::EItemType::Missiles));
} }
@ -199,7 +199,7 @@ void CScriptSpecialFunction::AcceptScriptMsg(EScriptObjectMessage msg, TUniqueId
} }
case ESpecialFunction::PowerBombStation: { case ESpecialFunction::PowerBombStation: {
if (msg == EScriptObjectMessage::Action) { if (msg == EScriptObjectMessage::Action) {
CPlayerState& pState = *mgr.GetPlayerState().get(); CPlayerState& pState = *mgr.GetPlayerState();
pState.ResetAndIncrPickUp(CPlayerState::EItemType::PowerBombs, pState.ResetAndIncrPickUp(CPlayerState::EItemType::PowerBombs,
pState.GetItemCapacity(CPlayerState::EItemType::PowerBombs)); pState.GetItemCapacity(CPlayerState::EItemType::PowerBombs));
} }