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xrGame/ai/monsters/monster_enemy_memory.cpp: used range-based for in loops
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src/xrGame/ai/monsters/monster_enemy_memory.cpp

Lines changed: 9 additions & 8 deletions
Original file line numberDiff line numberDiff line change
@@ -86,14 +86,13 @@ void CMonsterEnemyMemory::update()
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float const feel_enemy_max_distance = monster->get_feel_enemy_max_distance();
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89-
for (auto I = objects.cbegin(); I != objects.cend(); ++I)
89+
for (const auto& enemy : objects)
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{
91-
const CEntityAlive* enemy = *I;
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const bool feel_enemy =
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monster->Position().distance_to(enemy->Position()) < feel_enemy_max_distance;
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95-
if (feel_enemy || monster->memory().visual().visible_now(*I))
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add_enemy(*I);
94+
if (feel_enemy || monster->memory().visual().visible_now(enemy))
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add_enemy(enemy);
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}
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if (g_actor)
@@ -112,11 +111,13 @@ void CMonsterEnemyMemory::update()
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remove_non_actual();
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// обновить опасность
115-
for (ENEMIES_MAP_IT it = m_objects.begin(); it != m_objects.end(); it++)
114+
// XXX: review with below example
115+
// for (auto& [entity, memory] : m_objects)
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for (auto& it : m_objects)
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{
117-
u8 relation_value = u8(monster->tfGetRelationType(it->first));
118-
float dist = monster->Position().distance_to(it->second.position);
119-
it->second.danger = (1 + relation_value * relation_value * relation_value) / (1 + dist);
118+
const u8 relation_value = u8(monster->tfGetRelationType(it.first));
119+
const float dist = monster->Position().distance_to(it.second.position);
120+
it.second.danger = (1 + relation_value * relation_value * relation_value) / (1 + dist);
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}
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}
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