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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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@@ -298,7 +298,7 @@ void CBabygoth::AddSphereCollisionList(const SSphereJointInfo* sphereJointInfo,
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void CBabygoth::SetupCollisionManager(CStateManager& mgr) {
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std::vector<CJointCollisionDescription> joints;
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AddSphereCollisionList(skSphereJointList, skSphereJointCount, joints);
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x928_colActMgr.reset(new CCollisionActorManager(mgr, GetUniqueId(), GetAreaIdAlways(), joints, false));
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x928_colActMgr = std::make_unique<CCollisionActorManager>(mgr, GetUniqueId(), GetAreaIdAlways(), joints, false);
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x928_colActMgr->SetActive(mgr, GetActive());
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for (u32 i = 0; i < x928_colActMgr->GetNumCollisionActors(); ++i) {
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