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Runtime: Make use of std::make_unique where applicable
Makes use of the C++14 make_unique allocation function to allocate class instances where applicable instead of a reset with a new operator within it. This doesn't touch cases where buffers are allocated, given make_unique would zero-initialize them.
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@@ -13,7 +13,7 @@ COBBTree::COBBTree(CInputStream& in)
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, x4_version(verify_version(in))
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, x8_memsize(in.readUint32())
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, x18_indexData(in)
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, x88_root(new CNode(in)) {}
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, x88_root(std::make_unique<CNode>(in)) {}
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static const u8 DefaultEdgeMaterials[] = {
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2, 0, 0, 0, 0, 2, 0, 0, 0, 0, 2, 0, 0, 2, 0, 0, 2, 2
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@@ -168,10 +168,10 @@ COBBTree::CNode::CNode(CInputStream& in) {
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x0_obb = zeus::COBBox::ReadBig(in);
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x3c_isLeaf = in.readBool();
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if (x3c_isLeaf)
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x48_leaf.reset(new CLeafData(in));
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x48_leaf = std::make_unique<CLeafData>(in);
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else {
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x40_left.reset(new CNode(in));
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x44_right.reset(new CNode(in));
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x40_left = std::make_unique<CNode>(in);
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x44_right = std::make_unique<CNode>(in);
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}
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}
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