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CThardus: std::move vector instances in constructor
Previously the std::move calls wouldn't do anything, as the parameters were constant references, so we can take them by value and move into the constructor and then move the parameters into the member variables. While we're at it, we can initialize the vectors in place instead of constructing and then assigning to them.
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@@ -2574,16 +2574,14 @@ CEntity* ScriptLoader::LoadThardus(CStateManager& mgr, CInputStream& in, int pro
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int sfxID2 = in.readUint32Big();
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int sfxID3 = in.readUint32Big();
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int sfxID4 = in.readUint32Big();
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std::vector<CStaticRes> mData1(7);
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std::vector<CStaticRes> mData2(7);
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mData1.assign(std::rbegin(staticRes[0]), std::rend(staticRes[0]));
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mData2.assign(std::rbegin(staticRes[1]), std::rend(staticRes[1]));
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std::vector<CStaticRes> mData1(std::rbegin(staticRes[0]), std::rend(staticRes[0]));
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std::vector<CStaticRes> mData2(std::rbegin(staticRes[1]), std::rend(staticRes[1]));
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CModelData mData(CAnimRes(animParms.GetACSFile(), 0, actHead.x40_scale, animParms.GetInitialAnimation(), true));
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return new MP1::CThardus(mgr.AllocateUniqueId(), actHead.x0_name, info, actHead.x10_transform, std::move(mData),
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actParms, pInfo, mData1, mData2, particle1, particle2, particle3, f1, f2, f3, f4, f5, f6,
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stateMachine, particle4, particle5, particle6, particle7, particle8, particle9, texture,
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sfxID1, particle10, sfxID2, sfxID3, sfxID4);
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actParms, pInfo, std::move(mData1), std::move(mData2), particle1, particle2, particle3, f1,
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f2, f3, f4, f5, f6, stateMachine, particle4, particle5, particle6, particle7, particle8,
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particle9, texture, sfxID1, particle10, sfxID2, sfxID3, sfxID4);
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}
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CEntity* ScriptLoader::LoadWallCrawlerSwarm(CStateManager& mgr, CInputStream& in, int propCount,
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