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https://github.com/loot/libloot.git
synced 2026-07-27 14:16:01 -07:00
Remove tie() usage in for loops
It's unnecessary since C++17 introduced structured bindings.
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@@ -413,8 +413,7 @@ void PluginGraph::AddHardcodedPluginEdges(Game& game) {
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continue;
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}
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vertex_it vit, vitend;
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for (tie(vit, vitend) = boost::vertices(graph_); vit != vitend; ++vit) {
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for (auto [vit, vitend] = boost::vertices(graph_); vit != vitend; ++vit) {
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if (*vit == pluginVertex.value()) {
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continue;
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}
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@@ -429,8 +428,7 @@ void PluginGraph::AddHardcodedPluginEdges(Game& game) {
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void PluginGraph::AddSpecificEdges() {
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// Add edges for all relationships that aren't overlaps.
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vertex_it vit, vitend;
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for (tie(vit, vitend) = boost::vertices(graph_); vit != vitend; ++vit) {
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for (auto [vit, vitend] = boost::vertices(graph_); vit != vitend; ++vit) {
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for (vertex_it vit2 = vit; vit2 != vitend; ++vit2) {
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if (graph_[*vit].IsMaster() == graph_[*vit2].IsMaster())
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continue;
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@@ -672,8 +670,7 @@ void PluginGraph::AddGroupEdges(
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void PluginGraph::AddOverlapEdges() {
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auto logger = getLogger();
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vertex_it vit, vitend;
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for (tie(vit, vitend) = boost::vertices(graph_); vit != vitend; ++vit) {
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for (auto [vit, vitend] = boost::vertices(graph_); vit != vitend; ++vit) {
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vertex_t vertex = *vit;
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if (graph_[vertex].NumOverrideFormIDs() == 0) {
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@@ -758,8 +755,7 @@ void PluginGraph::AddTieBreakEdges() {
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// possible result. This can be enforced by adding edges between all vertices
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// that aren't already linked. Use existing load order to decide the direction
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// of these edges.
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vertex_it vit, vitend;
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for (tie(vit, vitend) = boost::vertices(graph_); vit != vitend; ++vit) {
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for (auto [vit, vitend] = boost::vertices(graph_); vit != vitend; ++vit) {
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vertex_t vertex = *vit;
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for (vertex_it vit2 = std::next(vit); vit2 != vitend; ++vit2) {
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