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https://github.com/AxioDL/PrimeWorldEditor.git
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CGameArea: Make use of size_t where applicable
Plays nicer with the standard library and avoids truncation warnings.
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@@ -78,11 +78,12 @@ public:
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uint32 TotalInstanceCount() const;
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CScriptObject* InstanceByID(uint32 InstanceID);
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uint32 FindUnusedInstanceID() const;
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CScriptObject* SpawnInstance(CScriptTemplate *pTemplate, CScriptLayer *pLayer,
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CScriptObject* SpawnInstance(CScriptTemplate* pTemplate, CScriptLayer* pLayer,
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const CVector3f& rkPosition = CVector3f::Zero(),
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const CQuaternion& rkRotation = CQuaternion::Identity(),
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const CVector3f& rkScale = CVector3f::One(),
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uint32 SuggestedID = -1, uint32 SuggestedLayerIndex = -1);
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uint32 SuggestedID = UINT32_MAX,
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uint32 SuggestedLayerIndex = UINT32_MAX);
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void AddInstanceToArea(CScriptObject *pInstance);
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void DeleteInstance(CScriptObject *pInstance);
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void ClearExtraDependencies();
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@@ -91,16 +92,16 @@ public:
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uint32 WorldIndex() const { return mWorldIndex; }
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CTransform4f Transform() const { return mTransform; }
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CMaterialSet* Materials() const { return mpMaterialSet; }
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uint32 NumWorldModels() const { return mWorldModels.size(); }
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uint32 NumStaticModels() const { return mStaticWorldModels.size(); }
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CModel* TerrainModel(uint32 iMdl) const { return mWorldModels[iMdl].get(); }
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CStaticModel* StaticModel(uint32 iMdl) const { return mStaticWorldModels[iMdl].get(); }
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size_t NumWorldModels() const { return mWorldModels.size(); }
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size_t NumStaticModels() const { return mStaticWorldModels.size(); }
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CModel* TerrainModel(size_t iMdl) const { return mWorldModels[iMdl].get(); }
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CStaticModel* StaticModel(size_t iMdl) const { return mStaticWorldModels[iMdl].get(); }
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CCollisionMeshGroup* Collision() const { return mpCollision.get(); }
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uint32 NumScriptLayers() const { return mScriptLayers.size(); }
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CScriptLayer* ScriptLayer(uint32 Index) const { return mScriptLayers[Index].get(); }
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uint32 NumLightLayers() const { return mLightLayers.size(); }
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uint32 NumLights(uint32 LayerIndex) const { return (LayerIndex < mLightLayers.size() ? mLightLayers[LayerIndex].size() : 0); }
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CLight* Light(uint32 LayerIndex, uint32 LightIndex) { return &mLightLayers[LayerIndex][LightIndex]; }
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size_t NumScriptLayers() const { return mScriptLayers.size(); }
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CScriptLayer* ScriptLayer(size_t Index) const { return mScriptLayers[Index].get(); }
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size_t NumLightLayers() const { return mLightLayers.size(); }
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size_t NumLights(size_t LayerIndex) const { return (LayerIndex < mLightLayers.size() ? mLightLayers[LayerIndex].size() : 0); }
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CLight* Light(size_t LayerIndex, size_t LightIndex) { return &mLightLayers[LayerIndex][LightIndex]; }
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CAssetID PathID() const { return mPathID; }
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CPoiToWorld* PoiToWorldMap() const { return mpPoiToWorldMap; }
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CAssetID PortalAreaID() const { return mPortalAreaID; }
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