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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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@@ -18,9 +18,9 @@ CGuiFrame::CGuiFrame(CAssetId id, CGuiSys& sys, int a, int b, int c, CSimplePool
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: x0_id(id), x8_guiSys(sys), x4c_a(a), x50_b(b), x54_c(c), x58_24_loaded(false) {
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x3c_lights.reserve(8);
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m_indexedLights.reserve(8);
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x10_rootWidget.reset(new CGuiWidget(CGuiWidget::CGuiWidgetParms(
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x10_rootWidget = std::make_unique<CGuiWidget>(CGuiWidget::CGuiWidgetParms(
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this, false, 0, 0, false, false, false, zeus::skWhite, CGuiWidget::EGuiModelDrawFlags::Alpha, false,
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x8_guiSys.x8_mode != CGuiSys::EUsageMode::Zero, "<root>"s)));
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x8_guiSys.x8_mode != CGuiSys::EUsageMode::Zero, "<root>"s));
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x8_guiSys.m_registeredFrames.insert(this);
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}
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