From 22162dcbda39dc3ef568e6316a4c7fa73e1eb2a9 Mon Sep 17 00:00:00 2001 From: Capostrophic <21265616+Capostrophic@users.noreply.github.com> Date: Tue, 14 Aug 2018 18:14:43 +0300 Subject: [PATCH] Replace std::find with std::set::find where applicable --- apps/openmw/mwmechanics/actors.cpp | 8 ++++---- 1 file changed, 4 insertions(+), 4 deletions(-) diff --git a/apps/openmw/mwmechanics/actors.cpp b/apps/openmw/mwmechanics/actors.cpp index 956265402..3b1f6f5a2 100644 --- a/apps/openmw/mwmechanics/actors.cpp +++ b/apps/openmw/mwmechanics/actors.cpp @@ -403,7 +403,7 @@ namespace MWMechanics std::set playerAllies; getActorsSidingWith(MWMechanics::getPlayer(), playerAllies, cachedAllies); - bool isPlayerFollowerOrEscorter = std::find(playerAllies.begin(), playerAllies.end(), actor1) != playerAllies.end(); + bool isPlayerFollowerOrEscorter = playerAllies.find(actor1) != playerAllies.end(); // If actor2 and at least one actor2 are in combat with actor1, actor1 and its allies start combat with them // Doesn't apply for player followers/escorters @@ -457,7 +457,7 @@ namespace MWMechanics // Do aggression check if actor2 is the player or a player follower or escorter if (!aggressive) { - if (againstPlayer || std::find(playerAllies.begin(), playerAllies.end(), actor2) != playerAllies.end()) + if (againstPlayer || playerAllies.find(actor2) != playerAllies.end()) { // Player followers and escorters with high fight should not initiate combat with the player or with // other player followers or escorters @@ -1928,13 +1928,13 @@ namespace MWMechanics std::set followers; getActorsFollowing(actor, followers); - for(auto neighbor = neighbors.begin(); neighbor != neighbors.end(); ++neighbor) + for (auto neighbor = neighbors.begin(); neighbor != neighbors.end(); ++neighbor) { const CreatureStats &stats = neighbor->getClass().getCreatureStats(*neighbor); if (stats.isDead() || *neighbor == actor || neighbor->getClass().isPureWaterCreature(*neighbor)) continue; - const bool isFollower = std::find(followers.begin(), followers.end(), *neighbor) != followers.end(); + const bool isFollower = followers.find(*neighbor) != followers.end(); if (stats.getAiSequence().isInCombat(actor) || (MWBase::Environment::get().getMechanicsManager()->isAggressive(*neighbor, actor) && !isFollower)) list.push_back(*neighbor);