feat: use unique ptr

This commit is contained in:
k0t9i
2023-01-23 13:32:10 +04:00
parent 7637260d19
commit c01d1c3549
10 changed files with 60 additions and 40 deletions

View File

@ -1,5 +1,6 @@
#pragma once
#include <memory>
#include <map>
#include <chrono>
#include "../GameStructs/L2GameDataWrapper.h"
@ -23,7 +24,7 @@ namespace Interlude
SkillFactory() = delete;
virtual ~SkillFactory() = default;
Entities::Skill* Create(const uint32_t skillId, const uint32_t level, const uint32_t isActive) const
std::unique_ptr<Entities::EntityInterface> Create(const uint32_t skillId, const uint32_t level, const uint32_t isActive) const
{
const auto data = m_L2GameData.GetMSData(skillId, level);
@ -33,8 +34,7 @@ namespace Interlude
const auto description = data ? data->description : L"";
const auto iconEntry = data ? m_FName.GetEntry(data->iconNameIndex) : nullptr;
return new Entities::Skill
{
return std::make_unique<Entities::Skill>(
skillId,
static_cast<uint8_t>(level),
isActive != 1,
@ -46,7 +46,7 @@ namespace Interlude
false,
false,
false
};
);
}
private: