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forked from 0ad/0ad

Use two range based for loops to fix two TODOs.

This was SVN commit r17303.
This commit is contained in:
leper 2015-11-28 08:27:42 +00:00
parent c0c19db94e
commit 432df9b38e

View File

@ -144,10 +144,8 @@ WaterManager::~WaterManager()
// Cleanup if the caller messed up
UnloadWaterTextures();
// TODO: when c++11 is around, use lambdas or something because short Korea is best Korea.
for (size_t i = 0; i < m_ShoreWaves.size(); ++i)
for (WaveObject* const& obj : m_ShoreWaves)
{
WaveObject* obj = m_ShoreWaves[i];
if (obj->m_VBvertices)
g_VBMan.Release(obj->m_VBvertices);
delete obj;
@ -495,10 +493,8 @@ void WaterManager::CreateWaveMeshes()
size_t SideSize = m_MapSize*2;
CTerrain* terrain = g_Game->GetWorld()->GetTerrain();
// TODO: when c++11 is around, use lambdas or something because short Korea is best Korea.
for (size_t i = 0; i < m_ShoreWaves.size(); ++i)
for (WaveObject* const& obj : m_ShoreWaves)
{
WaveObject* obj = m_ShoreWaves[i];
if (obj->m_VBvertices)
g_VBMan.Release(obj->m_VBvertices);
delete obj;