forked from 0ad/0ad
Use two range based for loops to fix two TODOs.
This was SVN commit r17303.
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@ -144,10 +144,8 @@ WaterManager::~WaterManager()
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// Cleanup if the caller messed up
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UnloadWaterTextures();
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// TODO: when c++11 is around, use lambdas or something because short Korea is best Korea.
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for (size_t i = 0; i < m_ShoreWaves.size(); ++i)
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for (WaveObject* const& obj : m_ShoreWaves)
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{
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WaveObject* obj = m_ShoreWaves[i];
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if (obj->m_VBvertices)
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g_VBMan.Release(obj->m_VBvertices);
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delete obj;
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@ -495,10 +493,8 @@ void WaterManager::CreateWaveMeshes()
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size_t SideSize = m_MapSize*2;
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CTerrain* terrain = g_Game->GetWorld()->GetTerrain();
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// TODO: when c++11 is around, use lambdas or something because short Korea is best Korea.
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for (size_t i = 0; i < m_ShoreWaves.size(); ++i)
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for (WaveObject* const& obj : m_ShoreWaves)
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{
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WaveObject* obj = m_ShoreWaves[i];
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if (obj->m_VBvertices)
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g_VBMan.Release(obj->m_VBvertices);
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delete obj;
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