CGameArea: Make use of size_t where applicable

Plays nicer with the standard library and avoids truncation warnings.
This commit is contained in:
Lioncash
2020-06-18 05:10:09 -04:00
parent 456530605f
commit 6d98e918ae
13 changed files with 79 additions and 76 deletions

View File

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