Codechange: Replace SmallVector::Clear() with std::vector::clear()
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@@ -2942,7 +2942,7 @@ bool AfterLoadGame()
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SmallVector<uint, 16> skip_frames;
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FOR_ALL_ROADVEHICLES(v) {
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if (!v->IsFrontEngine()) continue;
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skip_frames.Clear();
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skip_frames.clear();
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TileIndex prev_tile = v->tile;
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uint prev_tile_skip = 0;
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uint cur_skip = 0;
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@@ -48,7 +48,7 @@ static void Load_ANIT()
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}
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uint count = (uint)SlGetFieldLength() / sizeof(*_animated_tiles.Begin());
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_animated_tiles.Clear();
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_animated_tiles.clear();
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_animated_tiles.Append(count);
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SlArray(_animated_tiles.Begin(), count, SLE_UINT32);
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}
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@@ -187,7 +187,7 @@ static void Save_EIDS()
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static void Load_EIDS()
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{
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_engine_mngr.Clear();
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_engine_mngr.clear();
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while (SlIterateArray() != -1) {
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EngineIDMapping *eid = _engine_mngr.Append();
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@@ -81,7 +81,7 @@ void AfterLoadLabelMaps()
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}
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}
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_railtype_list.Clear();
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_railtype_list.clear();
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}
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/** Container for a label for SaveLoad system */
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@@ -108,7 +108,7 @@ static void Save_RAIL()
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static void Load_RAIL()
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{
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_railtype_list.Clear();
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_railtype_list.clear();
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LabelObject lo;
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@@ -172,7 +172,7 @@ static const SaveLoad _old_waypoint_desc[] = {
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static void Load_WAYP()
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{
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/* Precaution for when loading failed and it didn't get cleared */
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_old_waypoints.Clear();
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_old_waypoints.clear();
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int index;
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@@ -201,7 +201,7 @@ static void Ptrs_WAYP()
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* whether we're in the NULL or "normal" Ptrs proc. So just clear the list
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* of old waypoints we constructed and then this waypoint (and the other
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* possibly corrupt ones) will not be queried in the NULL Ptrs proc run. */
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_old_waypoints.Clear();
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_old_waypoints.clear();
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SlErrorCorrupt("Referencing invalid Town");
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}
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wp->town = Town::Get(wp->town_index);
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