CGameArea: Make use of std::make_unique where applicable

This commit is contained in:
Lioncash 2020-04-02 22:02:22 -04:00
parent f1e28a1290
commit 93dd28988d
1 changed files with 3 additions and 3 deletions

View File

@ -687,7 +687,7 @@ bool CGameArea::StartStreamingMainArea() {
case EPhase::LoadHeader: {
x110_mreaSecBufs.reserve(3);
AllocNewAreaData(0, 96);
x12c_postConstructed.reset(new CPostConstructed());
x12c_postConstructed = std::make_unique<CPostConstructed>();
xf4_phase = EPhase::LoadSecSizes;
break;
}
@ -998,8 +998,8 @@ void CGameArea::PostConstructArea() {
++secIt;
}
x12c_postConstructed->x10c0_areaObjs.reset(new CAreaObjectList(x4_selfIdx));
x12c_postConstructed->x10c4_areaFog.reset(new CAreaFog());
x12c_postConstructed->x10c0_areaObjs = std::make_unique<CAreaObjectList>(x4_selfIdx);
x12c_postConstructed->x10c4_areaFog = std::make_unique<CAreaFog>();
/* URDE addition: preemptively fill in area models so shaders may be polled for completion */
if (!x12c_postConstructed->x1108_25_modelsConstructed)