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authorAndrei Karas <akaras@inbox.ru>2017-07-14 01:31:22 +0300
committerAndrei Karas <akaras@inbox.ru>2017-07-14 01:31:22 +0300
commit311c175f3184103950c72bc5c775174597430b83 (patch)
treead022dc44a1c4177b3d53bf0d7eaa5a1736c8cf1 /src/being/being.h
parent16bcb81b0509725e4546bcb3c390ca3c1bb7e7b1 (diff)
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Replace std::vector into macro STD_VECTOR.
In most case it equal to std::vector except debug modes. Now it can be also mse::mstd::vector, but sadly this class not support all required features.
Diffstat (limited to 'src/being/being.h')
-rw-r--r--src/being/being.h14
1 files changed, 7 insertions, 7 deletions
diff --git a/src/being/being.h b/src/being/being.h
index 8bba7548d..6f9e753d9 100644
--- a/src/being/being.h
+++ b/src/being/being.h
@@ -1184,7 +1184,7 @@ class Being notfinal : public ActorSprite,
typedef std::map<int, ParticleInfo*> SpriteParticleInfo;
typedef SpriteParticleInfo::iterator SpriteParticleInfoIter;
- std::vector<BeingSlot> mSlots;
+ STD_VECTOR<BeingSlot> mSlots;
SpriteParticleInfo mSpriteParticles;
// Character guild information
@@ -1226,12 +1226,12 @@ class Being notfinal : public ActorSprite,
template<signed char pos, signed char neg>
int getOffset() const restrict2 A_WARN_UNUSED;
- int searchSlotValue(const std::vector<int> &restrict slotRemap,
+ int searchSlotValue(const STD_VECTOR<int> &restrict slotRemap,
const int val) const restrict2 A_WARN_UNUSED;
- static void searchSlotValueItr(std::vector<int>::iterator &restrict it,
+ static void searchSlotValueItr(STD_VECTOR<int>::iterator &restrict it,
int &idx,
- std::vector<int> &restrict slotRemap,
+ STD_VECTOR<int> &restrict slotRemap,
const int val);
void addSpiritBalls(const unsigned int balls,
@@ -1286,9 +1286,9 @@ class Being notfinal : public ActorSprite,
Particle *restrict mSpecialParticle;
ChatObject *restrict mChat;
HorseInfo *restrict mHorseInfo;
- std::vector<AnimatedSprite*> mDownHorseSprites;
- std::vector<AnimatedSprite*> mUpHorseSprites;
- std::vector<Particle*> mSpiritParticles;
+ STD_VECTOR<AnimatedSprite*> mDownHorseSprites;
+ STD_VECTOR<AnimatedSprite*> mUpHorseSprites;
+ STD_VECTOR<Particle*> mSpiritParticles;
int mX; // position in tiles
int mY; // position in tiles