CAudioMacro: Make use of size_t where applicable
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@ -466,23 +466,23 @@ void GenerateAssetNames(CGameProject *pProj)
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for (TResourceIterator<EResourceType::AudioMacro> It(pStore); It; ++It)
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{
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CAudioMacro *pMacro = (CAudioMacro*) It->Load();
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const auto* pMacro = static_cast<CAudioMacro*>(It->Load());
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TString MacroName = pMacro->MacroName();
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ApplyGeneratedName(*It, kSfxDir, MacroName);
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for (uint32 iSamp = 0; iSamp < pMacro->NumSamples(); iSamp++)
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for (size_t iSamp = 0; iSamp < pMacro->NumSamples(); iSamp++)
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{
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CAssetID SampleID = pMacro->SampleByIndex(iSamp);
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CResourceEntry *pSample = pStore->FindEntry(SampleID);
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const CAssetID SampleID = pMacro->SampleByIndex(iSamp);
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CResourceEntry* pSample = pStore->FindEntry(SampleID);
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if (pSample && !pSample->IsNamed())
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if (pSample != nullptr && !pSample->IsNamed())
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{
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TString SampleName;
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if (pMacro->NumSamples() == 1)
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SampleName = MacroName;
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else
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SampleName = TString::Format("%s_%d", *MacroName, iSamp);
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SampleName = TString::Format("%s_%zu", *MacroName, iSamp);
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ApplyGeneratedName(pSample, kSfxDir, SampleName);
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}
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@ -28,8 +28,8 @@ public:
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// Accessors
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TString MacroName() const { return mMacroName; }
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uint32 NumSamples() const { return mSamples.size(); }
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CAssetID SampleByIndex(uint32 Index) const { return mSamples[Index]; }
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size_t NumSamples() const { return mSamples.size(); }
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CAssetID SampleByIndex(size_t Index) const { return mSamples[Index]; }
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};
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#endif // CAUDIOMACRO_H
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