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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.
This commit is contained in:
Lioncash
2019-09-11 23:50:38 -04:00
parent d6166ad666
commit f9079f0215
42 changed files with 227 additions and 205 deletions

View File

@@ -15,9 +15,9 @@ CElectricBeamProjectile::CElectricBeamProjectile(const TToken<CWeaponDescription
TAreaId areaId, TUniqueId owner, EProjectileAttrib attribs)
: CBeamProjectile(wDesc, "ElectricBeamProjectile"sv, wType, xf, u32(elec.x8_maxLength), elec.xc_radius,
elec.x10_travelSpeed, matTypes, dInfo, uid, areaId, owner, attribs, false)
, x468_electric(new CParticleElectric(elec.x0_electricDescription))
, x468_electric(std::make_unique<CParticleElectric>(elec.x0_electricDescription))
, x46c_genDescription(g_SimplePool->GetObj({SBIG('PART'), elec.x14_particleId}))
, x478_elementGen(new CElementGen(x46c_genDescription))
, x478_elementGen(std::make_unique<CElementGen>(x46c_genDescription))
, x47c_(elec.x18_)
, x488_(elec.x1c_) {
x478_elementGen->SetParticleEmission(false);