diff --git a/src/openrct2/world/TileInspector.cpp b/src/openrct2/world/TileInspector.cpp index d5d7cb41a8..0b7679aa32 100644 --- a/src/openrct2/world/TileInspector.cpp +++ b/src/openrct2/world/TileInspector.cpp @@ -30,13 +30,15 @@ #include "Scenery.h" #include "Surface.h" +#include + TileCoordsXY windowTileInspectorTile; int32_t windowTileInspectorElementCount = 0; int32_t windowTileInspectorSelectedIndex; namespace OpenRCT2::TileInspector { - static bool map_swap_elements_at(const CoordsXY& loc, int16_t first, int16_t second) + static bool SwapTileElements(const CoordsXY& loc, int16_t first, int16_t second) { TileElement* const firstElement = map_get_nth_element_at(loc, first); TileElement* const secondElement = map_get_nth_element_at(loc, second); @@ -58,9 +60,7 @@ namespace OpenRCT2::TileInspector } // Swap their memory - TileElement temp = *firstElement; - *firstElement = *secondElement; - *secondElement = temp; + std::swap(*firstElement, *secondElement); // Swap the 'last map element for tile' flag if either one of them was last if ((firstElement)->IsLastForTile() || (secondElement)->IsLastForTile()) @@ -109,7 +109,7 @@ namespace OpenRCT2::TileInspector // this way it's placed under the selected element, even when there are multiple elements with the same base height for (int16_t i = 0; i < elementIndex; i++) { - if (!map_swap_elements_at(loc, i, i + 1)) + if (!SwapTileElements(loc, i, i + 1)) { // don't return error here, we've already inserted an element // and moved it as far as we could, the only sensible thing left @@ -246,7 +246,7 @@ namespace OpenRCT2::TileInspector { if (isExecuting) { - if (!map_swap_elements_at(loc, first, second)) + if (!SwapTileElements(loc, first, second)) { return std::make_unique(GameActions::Status::Unknown, STR_NONE); } @@ -441,7 +441,7 @@ namespace OpenRCT2::TileInspector || (otherElement->base_height == currentElement->base_height && otherElement->clearance_height > currentElement->clearance_height))) { - if (!map_swap_elements_at(loc, currentId - 1, currentId)) + if (!SwapTileElements(loc, currentId - 1, currentId)) { // don't return error here, we've already ran some actions // and moved things as far as we could, the only sensible