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CAnimSet: Make use of size_t where applicable
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@@ -503,9 +503,9 @@ void GenerateAssetNames(CGameProject *pProj)
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{
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TString SetDir = It->DirectoryPath();
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TString NewSetName;
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CAnimSet *pSet = (CAnimSet*) It->Load();
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auto* pSet = static_cast<CAnimSet*>(It->Load());
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for (uint32 iChar = 0; iChar < pSet->NumCharacters(); iChar++)
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for (size_t iChar = 0; iChar < pSet->NumCharacters(); iChar++)
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{
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const SSetCharacter *pkChar = pSet->Character(iChar);
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@@ -104,15 +104,15 @@ void CCharacterUsageMap::Clear()
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void CCharacterUsageMap::DebugPrintContents()
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{
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for (auto& [ID, usedList] : mUsageMap)
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for (const auto& [ID, usedList] : mUsageMap)
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{
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const CAnimSet *pSet = mpStore->LoadResource<CAnimSet>(ID);
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const auto* pSet = mpStore->LoadResource<CAnimSet>(ID);
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for (uint32 iChar = 0; iChar < pSet->NumCharacters(); iChar++)
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for (size_t iChar = 0; iChar < pSet->NumCharacters(); iChar++)
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{
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const bool Used = usedList.size() > iChar && usedList[iChar];
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const TString CharName = pSet->Character(iChar)->Name;
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debugf("%s : Char %d : %s : %s", *ID.ToString(), iChar, *CharName, (Used ? "USED" : "UNUSED"));
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debugf("%s : Char %zu : %s : %s", *ID.ToString(), iChar, *CharName, (Used ? "USED" : "UNUSED"));
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}
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}
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}
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