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refactor: fix commented out instances of size() comparisons
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-2
lines changed

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-2
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Generals/Code/GameEngine/Source/GameLogic/Object/PartitionManager.cpp

Lines changed: 1 addition & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -4653,7 +4653,7 @@ void PartitionManager::xfer( Xfer *xfer )
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// have to remove this assert, because during load there is a setTeam call for each guy on a sub-team, and that results
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// in a queued unlook, so we actually have stuff in here at the start. I am fairly certain that setTeam should wait
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// until loadPostProcess, but I ain't gonna change it now.
4656-
// DEBUG_ASSERTCRASH(m_pendingUndoShroudReveals.size() == 0, ("At load, we appear to not be in a reset state.") );
4656+
// DEBUG_ASSERTCRASH(m_pendingUndoShroudReveals.empty(), ("At load, we appear to not be in a reset state.") );
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// I have to split this up though, since on Load I need to make new instances.
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for( Int infoIndex = 0; infoIndex < queueSize; infoIndex++ )

GeneralsMD/Code/GameEngine/Source/GameLogic/Object/PartitionManager.cpp

Lines changed: 1 addition & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -4689,7 +4689,7 @@ void PartitionManager::xfer( Xfer *xfer )
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// have to remove this assert, because during load there is a setTeam call for each guy on a sub-team, and that results
46904690
// in a queued unlook, so we actually have stuff in here at the start. I am fairly certain that setTeam should wait
46914691
// until loadPostProcess, but I ain't gonna change it now.
4692-
// DEBUG_ASSERTCRASH(m_pendingUndoShroudReveals.size() == 0, ("At load, we appear to not be in a reset state.") );
4692+
// DEBUG_ASSERTCRASH(m_pendingUndoShroudReveals.empty(), ("At load, we appear to not be in a reset state.") );
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// I have to split this up though, since on Load I need to make new instances.
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for( Int infoIndex = 0; infoIndex < queueSize; infoIndex++ )

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