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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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@@ -17,7 +17,7 @@ CSeedling::CSeedling(TUniqueId uid, std::string_view name, const CEntityInfo& in
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EMovementType::Ground, EColliderType::Zero, EBodyType::WallWalker, actParms, f1, f2,
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EKnockBackVariant::Small, f3, EWalkerType::Seedling, f4, false)
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, x5d8_searchPath(nullptr, 1, pInfo.GetPathfindingIndex(), 1.f, 1.f)
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, x6bc_spikeData(new CModelData(CStaticRes(needleId, GetModelData()->GetScale())))
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, x6bc_spikeData(std::make_unique<CModelData>(CStaticRes(needleId, GetModelData()->GetScale())))
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, x6c0_projectileInfo(weaponId, dInfo1)
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, x6e8_deathDamage(dInfo2)
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, x722_24_renderOnlyClusterA(true)
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