CCollisionLoader: Collapse for loop into ranged for
Also removes a delete left behind in an error case.
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3449f60317
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3b3b2cc80f
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@ -231,16 +231,15 @@ std::unique_ptr<CCollisionMeshGroup> CCollisionLoader::LoadDCLN(IInputStream& rD
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CCollisionLoader Loader;
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CCollisionLoader Loader;
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Loader.mpGroup = ptr.get();
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Loader.mpGroup = ptr.get();
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uint32 NumMeshes = rDCLN.ReadLong();
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const uint32 NumMeshes = rDCLN.ReadLong();
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for (uint32 MeshIdx = 0; MeshIdx < NumMeshes; MeshIdx++)
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for (uint32 MeshIdx = 0; MeshIdx < NumMeshes; MeshIdx++)
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{
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{
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uint32 DeafBabe = rDCLN.ReadLong();
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const uint32 DeafBabe = rDCLN.ReadLong();
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if (DeafBabe != 0xDEAFBABE)
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if (DeafBabe != 0xDEAFBABE)
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{
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{
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errorf("%s [0x%X]: Invalid collision magic: 0x%08X", *rDCLN.GetSourceString(), rDCLN.Tell() - 4, DeafBabe);
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errorf("%s [0x%X]: Invalid collision magic: 0x%08X", *rDCLN.GetSourceString(), rDCLN.Tell() - 4, DeafBabe);
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delete Loader.mpGroup;
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return nullptr;
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return nullptr;
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}
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}
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@ -261,11 +260,9 @@ std::unique_ptr<CCollisionMeshGroup> CCollisionLoader::LoadDCLN(IInputStream& rD
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{
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{
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Loader.mpMesh->mAABox = CAABox::skInfinite;
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Loader.mpMesh->mAABox = CAABox::skInfinite;
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for (uint i=0; i<Loader.mpMesh->mIndexData.Vertices.size(); i++)
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for (const auto& vert : Loader.mpMesh->mIndexData.Vertices)
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{
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{
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Loader.mpMesh->mAABox.ExpandBounds(
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Loader.mpMesh->mAABox.ExpandBounds(vert);
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Loader.mpMesh->mIndexData.Vertices[i]
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);
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}
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}
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}
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}
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