CCollisionLoader: Collapse for loop into ranged for
Also removes a delete left behind in an error case.
@@ -231,16 +231,15 @@ std::unique_ptr<CCollisionMeshGroup> CCollisionLoader::LoadDCLN(IInputStream& rD
CCollisionLoader Loader;
Loader.mpGroup = ptr.get();
- uint32 NumMeshes = rDCLN.ReadLong();
+ const uint32 NumMeshes = rDCLN.ReadLong();
for (uint32 MeshIdx = 0; MeshIdx < NumMeshes; MeshIdx++)
{
- uint32 DeafBabe = rDCLN.ReadLong();
+ const uint32 DeafBabe = rDCLN.ReadLong();
if (DeafBabe != 0xDEAFBABE)
{
errorf("%s [0x%X]: Invalid collision magic: 0x%08X", *rDCLN.GetSourceString(), rDCLN.Tell() - 4, DeafBabe);
- delete Loader.mpGroup;
return nullptr;
}
@@ -261,11 +260,9 @@ std::unique_ptr<CCollisionMeshGroup> CCollisionLoader::LoadDCLN(IInputStream& rD
{
Loader.mpMesh->mAABox = CAABox::skInfinite;
- for (uint i=0; i<Loader.mpMesh->mIndexData.Vertices.size(); i++)
+ for (const auto& vert : Loader.mpMesh->mIndexData.Vertices)
{
- Loader.mpMesh->mAABox.ExpandBounds(
- Loader.mpMesh->mIndexData.Vertices[i]
- );
+ Loader.mpMesh->mAABox.ExpandBounds(vert);
}
}
