Use structured bindings instead of std::tie

This commit is contained in:
Silent 2017-11-09 12:31:03 +01:00
parent abbf99a79d
commit 7c831ee2a9

View file

@ -104,8 +104,7 @@ void CObject::Render()
extern void (*WorldRemove)(CEntity*); extern void (*WorldRemove)(CEntity*);
void CObject::TryToFreeUpTempObjects_SilentPatch( int numObjects ) void CObject::TryToFreeUpTempObjects_SilentPatch( int numObjects )
{ {
int numProcessed, numFreed; const auto [ numProcessed, numFreed ] = TryOrFreeUpTempObjects( numObjects, false );
std::tie( numProcessed, numFreed ) = TryOrFreeUpTempObjects( numObjects, false );
if ( numProcessed >= numObjects && numObjects > numFreed ) if ( numProcessed >= numObjects && numObjects > numFreed )
{ {
TryOrFreeUpTempObjects( numObjects - numFreed, true ); TryOrFreeUpTempObjects( numObjects - numFreed, true );