Remove tie() usage in for loops

It's unnecessary since C++17 introduced structured bindings.
This commit is contained in:
Oliver Hamlet
2022-12-02 14:21:37 +00:00
parent b3436d23d8
commit 38363c17d5
+4 -8
View File
@@ -413,8 +413,7 @@ void PluginGraph::AddHardcodedPluginEdges(Game& game) {
continue;
}
vertex_it vit, vitend;
for (tie(vit, vitend) = boost::vertices(graph_); vit != vitend; ++vit) {
for (auto [vit, vitend] = boost::vertices(graph_); vit != vitend; ++vit) {
if (*vit == pluginVertex.value()) {
continue;
}
@@ -429,8 +428,7 @@ void PluginGraph::AddHardcodedPluginEdges(Game& game) {
void PluginGraph::AddSpecificEdges() {
// Add edges for all relationships that aren't overlaps.
vertex_it vit, vitend;
for (tie(vit, vitend) = boost::vertices(graph_); vit != vitend; ++vit) {
for (auto [vit, vitend] = boost::vertices(graph_); vit != vitend; ++vit) {
for (vertex_it vit2 = vit; vit2 != vitend; ++vit2) {
if (graph_[*vit].IsMaster() == graph_[*vit2].IsMaster())
continue;
@@ -672,8 +670,7 @@ void PluginGraph::AddGroupEdges(
void PluginGraph::AddOverlapEdges() {
auto logger = getLogger();
vertex_it vit, vitend;
for (tie(vit, vitend) = boost::vertices(graph_); vit != vitend; ++vit) {
for (auto [vit, vitend] = boost::vertices(graph_); vit != vitend; ++vit) {
vertex_t vertex = *vit;
if (graph_[vertex].NumOverrideFormIDs() == 0) {
@@ -758,8 +755,7 @@ void PluginGraph::AddTieBreakEdges() {
// possible result. This can be enforced by adding edges between all vertices
// that aren't already linked. Use existing load order to decide the direction
// of these edges.
vertex_it vit, vitend;
for (tie(vit, vitend) = boost::vertices(graph_); vit != vitend; ++vit) {
for (auto [vit, vitend] = boost::vertices(graph_); vit != vitend; ++vit) {
vertex_t vertex = *vit;
for (vertex_it vit2 = std::next(vit); vit2 != vitend; ++vit2) {