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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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