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CBasicModel: Make use of size_t where applicable
Same behavior, but without some internal variable truncation.
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@@ -15,7 +15,7 @@ void CAreaCooker::DetermineSectionNumbersPrime()
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// Determine how many sections are taken up by geometry...
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// Each world mesh has 7-9 sections (depending on game) plus one section per surface.
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uint32 GeometrySections = 0;
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uint32 OriginalMeshCount = mpArea->mOriginalWorldMeshCount;
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const uint32 OriginalMeshCount = mpArea->mOriginalWorldMeshCount;
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switch (mVersion)
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{
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@@ -38,8 +38,10 @@ void CAreaCooker::DetermineSectionNumbersPrime()
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// Set section numbers
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uint32 SecNum = GeometrySections;
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if (mVersion <= EGame::Prime) mAROTSecNum = SecNum++;
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if (mVersion >= EGame::EchoesDemo) mFFFFSecNum = SecNum++;
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if (mVersion <= EGame::Prime)
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mAROTSecNum = SecNum++;
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if (mVersion >= EGame::EchoesDemo)
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mFFFFSecNum = SecNum++;
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if (mVersion >= EGame::EchoesDemo)
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{
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@@ -48,7 +50,9 @@ void CAreaCooker::DetermineSectionNumbersPrime()
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mSCGNSecNum = SecNum++;
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}
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else
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{
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mSCLYSecNum = SecNum++;
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}
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mCollisionSecNum = SecNum++;
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mUnknownSecNum = SecNum++;
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