CAnimSet: Collapse loops into ranged for where applicable
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@ -96,36 +96,35 @@ class CAnimSet : public CResource
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std::vector<CAnimPrimitive> mAnimPrimitives;
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std::vector<SAnimation> mAnimations;
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std::vector<STransition> mTransitions;
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IMetaTransition *mpDefaultTransition;
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IMetaTransition *mpDefaultTransition = nullptr;
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std::vector<SAdditiveAnim> mAdditiveAnims;
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float mDefaultAdditiveFadeIn;
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float mDefaultAdditiveFadeOut;
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float mDefaultAdditiveFadeIn = 0.0f;
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float mDefaultAdditiveFadeOut = 0.0f;
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std::vector<SHalfTransition> mHalfTransitions;
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std::vector<std::unique_ptr<CAnimEventData>> mAnimEvents; // note: these are for MP2, where event data isn't a standalone resource; these are owned by the animset
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public:
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CAnimSet(CResourceEntry *pEntry = 0)
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explicit CAnimSet(CResourceEntry *pEntry = nullptr)
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: CResource(pEntry)
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, mpDefaultTransition(nullptr)
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{}
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~CAnimSet()
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{
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for (uint32 iAnim = 0; iAnim < mAnimations.size(); iAnim++)
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delete mAnimations[iAnim].pMetaAnim;
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for (auto& anim : mAnimations)
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delete anim.pMetaAnim;
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for (uint32 iTrans = 0; iTrans < mTransitions.size(); iTrans++)
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delete mTransitions[iTrans].pMetaTrans;
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for (auto& trans : mTransitions)
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delete trans.pMetaTrans;
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for (uint32 iHalf = 0; iHalf < mHalfTransitions.size(); iHalf++)
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delete mHalfTransitions[iHalf].pMetaTrans;
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for (auto& half : mHalfTransitions)
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delete half.pMetaTrans;
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delete mpDefaultTransition;
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// For MP2, anim events need to be cleaned up manually
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for (uint32 iEvent = 0; iEvent < mAnimEvents.size(); iEvent++)
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for ([[maybe_unused]] const auto& event : mAnimEvents)
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{
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ASSERT(mAnimEvents[iEvent] && !mAnimEvents[iEvent]->Entry());
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ASSERT(event != nullptr && !event->Entry());
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}
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}
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@ -206,16 +205,16 @@ public:
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}
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// Accessors
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inline uint32 NumCharacters() const { return mCharacters.size(); }
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inline uint32 NumAnimations() const { return mAnimations.size(); }
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uint32 NumCharacters() const { return mCharacters.size(); }
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uint32 NumAnimations() const { return mAnimations.size(); }
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inline const SSetCharacter* Character(uint32 Index) const
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const SSetCharacter* Character(uint32 Index) const
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{
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ASSERT(Index >= 0 && Index < NumCharacters());
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return &mCharacters[Index];
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}
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inline const SAnimation* Animation(uint32 Index) const
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const SAnimation* Animation(uint32 Index) const
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{
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ASSERT(Index >= 0 && Index < NumAnimations());
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return &mAnimations[Index];
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