diff options
Diffstat (limited to 'scene/resources/packed_scene.cpp')
-rw-r--r-- | scene/resources/packed_scene.cpp | 10 |
1 files changed, 5 insertions, 5 deletions
diff --git a/scene/resources/packed_scene.cpp b/scene/resources/packed_scene.cpp index 0538f679cc..7059682904 100644 --- a/scene/resources/packed_scene.cpp +++ b/scene/resources/packed_scene.cpp @@ -82,7 +82,7 @@ Node *SceneState::instance(GenEditState p_edit_state) const { bool gen_node_path_cache = p_edit_state != GEN_EDIT_STATE_DISABLED && node_path_cache.empty(); - Map<Ref<Resource>, Ref<Resource> > resources_local_to_scene; + Map<Ref<Resource>, Ref<Resource>> resources_local_to_scene; for (int i = 0; i < nc; i++) { @@ -201,7 +201,7 @@ Node *SceneState::instance(GenEditState p_edit_state) const { //https://github.com/godotengine/godot/issues/2958 //store old state - List<Pair<StringName, Variant> > old_state; + List<Pair<StringName, Variant>> old_state; if (node->get_script_instance()) { node->get_script_instance()->get_property_state(old_state); } @@ -209,7 +209,7 @@ Node *SceneState::instance(GenEditState p_edit_state) const { node->set(snames[nprops[j].name], props[nprops[j].value], &valid); //restore old state for new script, if exists - for (List<Pair<StringName, Variant> >::Element *E = old_state.front(); E; E = E->next()) { + for (List<Pair<StringName, Variant>>::Element *E = old_state.front(); E; E = E->next()) { node->set(E->get().first, E->get().second); } } else { @@ -222,7 +222,7 @@ Node *SceneState::instance(GenEditState p_edit_state) const { if (res.is_valid()) { if (res->is_local_to_scene()) { - Map<Ref<Resource>, Ref<Resource> >::Element *E = resources_local_to_scene.find(res); + Map<Ref<Resource>, Ref<Resource>>::Element *E = resources_local_to_scene.find(res); if (E) { value = E->get(); @@ -302,7 +302,7 @@ Node *SceneState::instance(GenEditState p_edit_state) const { } } - for (Map<Ref<Resource>, Ref<Resource> >::Element *E = resources_local_to_scene.front(); E; E = E->next()) { + for (Map<Ref<Resource>, Ref<Resource>>::Element *E = resources_local_to_scene.front(); E; E = E->next()) { E->get()->setup_local_to_scene(); } |