@@ -32,10 +32,8 @@ void CMonsterEnemyMemory::update()
3232 VERIFY (monster->g_Alive ());
3333
3434 CMonsterHitMemory& monster_hit_memory = monster->HitMemory ;
35-
36- typedef CObjectManager<const CEntityAlive>::OBJECTS objects_list;
37-
38- objects_list const & objects = monster->memory ().enemy ().objects ();
35+
36+ auto const & objects = monster->memory ().enemy ().objects ();
3937
4038 if (monster_hit_memory.is_hit () && time () < monster_hit_memory.get_last_hit_time () + 1000 )
4139 {
@@ -86,17 +84,18 @@ void CMonsterEnemyMemory::update()
8684 }
8785 }
8886
89- for (objects_list::const_iterator I = objects.begin (); I != objects.end (); ++I)
87+ float const feel_enemy_max_distance = monster->get_feel_enemy_max_distance ();
88+
89+ for (auto I = objects.cbegin (); I != objects.cend (); ++I)
9090 {
9191 const CEntityAlive* enemy = *I;
9292 const bool feel_enemy =
93- monster->Position ().distance_to (enemy->Position ()) < monster-> get_feel_enemy_max_distance () ;
93+ monster->Position ().distance_to (enemy->Position ()) < feel_enemy_max_distance ;
9494
9595 if (feel_enemy || monster->memory ().visual ().visible_now (*I))
9696 add_enemy (*I);
9797 }
9898
99- float const feel_enemy_max_distance = monster->get_feel_enemy_max_distance ();
10099 if (g_actor)
101100 {
102101 float const xz_dist = monster->Position ().distance_to_xz (g_actor->Position ());
@@ -129,6 +128,7 @@ void CMonsterEnemyMemory::add_enemy(const CEntityAlive* enemy)
129128 enemy_info.time = Device.dwTimeGlobal ;
130129 enemy_info.danger = 0 .f ;
131130
131+ // XXX: review
132132 ENEMIES_MAP_IT it = m_objects.find (enemy);
133133 if (it != m_objects.end ())
134134 {
@@ -185,18 +185,18 @@ void CMonsterEnemyMemory::remove_non_actual()
185185
186186const CEntityAlive* CMonsterEnemyMemory::get_enemy ()
187187{
188- ENEMIES_MAP_IT it = find_best_enemy ();
188+ const auto it = find_best_enemy ();
189189 if (it != m_objects.end ())
190190 return it->first ;
191- return ( 0 ) ;
191+ return nullptr ;
192192}
193193
194194SMonsterEnemy CMonsterEnemyMemory::get_enemy_info ()
195195{
196196 SMonsterEnemy ret_val;
197197 ret_val.time = 0 ;
198198
199- ENEMIES_MAP_IT it = find_best_enemy ();
199+ const auto it = find_best_enemy ();
200200 if (it != m_objects.end ())
201201 ret_val = it->second ;
202202
@@ -241,9 +241,7 @@ ENEMIES_MAP_IT CMonsterEnemyMemory::find_best_enemy()
241241void CMonsterEnemyMemory::remove_links (IGameObject* O)
242242{
243243 if (monster)
244- {
245244 monster->EnemyMan .remove_links (O);
246- }
247245
248246 for (ENEMIES_MAP_IT I = m_objects.begin (); I != m_objects.end (); ++I)
249247 {
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