some more s/GetSize/size/ and other minor STLisms
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@@ -30,8 +30,8 @@ InputQueue::InputQueue()
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void InputQueue::RememberInput( const GameInput GameI )
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{
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int c = GameI.controller;
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if( m_aQueue[c].GetSize() >= MAX_INPUT_QUEUE_LENGTH ) // full
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m_aQueue[c].RemoveAt( 0, m_aQueue[c].GetSize()-MAX_INPUT_QUEUE_LENGTH+1 );
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if( m_aQueue[c].size() >= MAX_INPUT_QUEUE_LENGTH ) // full
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m_aQueue[c].RemoveAt( 0, m_aQueue[c].size()-MAX_INPUT_QUEUE_LENGTH+1 );
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m_aQueue[c].Add( GameButtonAndTime(GameI.button,TIMER->GetTimeSinceStart()) );
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};
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@@ -43,7 +43,7 @@ bool InputQueue::MatchesPattern( const GameController c, const MenuButton* butto
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float fOldestTimeAllowed = TIMER->GetTimeSinceStart() - fMaxSecondsBack;
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int sequence_index = iNumButtons-1; // count down
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for( int queue_index=m_aQueue[c].GetSize()-1; queue_index>=0; queue_index-- ) // iterate newest to oldest
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for( int queue_index=m_aQueue[c].size()-1; queue_index>=0; queue_index-- ) // iterate newest to oldest
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{
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GameButtonAndTime BandT = m_aQueue[c][queue_index];
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GameInput GameI( c, BandT.button );
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@@ -72,7 +72,7 @@ bool InputQueue::MatchesPattern( const GameController c, const GameButton* butto
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float fOldestTimeAllowed = TIMER->GetTimeSinceStart() - fMaxSecondsBack;
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int sequence_index = iNumButtons-1; // count down
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for( int queue_index=m_aQueue[c].GetSize()-1; queue_index>=0; queue_index-- ) // iterate newest to oldest
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for( int queue_index=m_aQueue[c].size()-1; queue_index>=0; queue_index-- ) // iterate newest to oldest
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{
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GameButtonAndTime BandT = m_aQueue[c][queue_index];
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if( BandT.button != button_sequence[sequence_index] ||
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