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CGameOptions: Make use of std::string_view where applicable
Enforces the use of valid strings in the interface. Also reduces c_str() noise a little bit.
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@@ -31,12 +31,12 @@ CGameHintInfo::SHintLocation::SHintLocation(CInputStream& in, s32)
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, x8_areaId(in.readUint32Big())
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, xc_stringId(in.readUint32Big()) {}
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int CGameHintInfo::FindHintIndex(const char* str) {
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int CGameHintInfo::FindHintIndex(std::string_view str) {
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const std::vector<CGameHint>& gameHints = g_MemoryCardSys->GetHints();
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const auto& it = std::find_if(gameHints.begin(), gameHints.end(),
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[&str](const CGameHint& gh) -> bool { return gh.GetName() == str; });
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const auto it =
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std::find_if(gameHints.cbegin(), gameHints.cend(), [&str](const CGameHint& gh) { return gh.GetName() == str; });
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return (it != gameHints.end() ? it - gameHints.begin() : -1);
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return it != gameHints.cend() ? it - gameHints.cbegin() : -1;
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}
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CFactoryFnReturn FHintFactory(const SObjectTag&, CInputStream& in, const CVParamTransfer, CObjectReference*) {
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