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Runtime: Collapse emplace_back() calls where applicable
Same behavior, but with less code.
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@@ -234,11 +234,10 @@ void CGameArea::CAreaFog::DisableFog() { x0_fogMode = ERglFogMode::None; }
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static std::vector<SObjectTag> ReadDependencyList(CInputStream& in) {
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std::vector<SObjectTag> ret;
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u32 count = in.readUint32Big();
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const u32 count = in.readUint32Big();
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ret.reserve(count);
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for (u32 i = 0; i < count; ++i) {
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ret.emplace_back();
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ret.back().readMLVL(in);
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ret.emplace_back().readMLVL(in);
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}
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return ret;
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}
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@@ -1072,13 +1071,12 @@ void CGameArea::FillInStaticGeometry(bool textures) {
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ibo = ctx.newStaticBuffer(boo::BufferUse::Index, secIt->first, 4, inst.m_hmdlMeta.indexCount);
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++secIt;
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u32 surfCount = hecl::SBig(*reinterpret_cast<const u32*>(secIt->first));
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const u32 surfCount = hecl::SBig(*reinterpret_cast<const u32*>(secIt->first));
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inst.m_surfaces.reserve(surfCount);
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inst.m_shaders.reserve(surfCount);
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++secIt;
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for (u32 j = 0; j < surfCount; ++j) {
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inst.m_surfaces.emplace_back();
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CBooSurface& surf = inst.m_surfaces.back();
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CBooSurface& surf = inst.m_surfaces.emplace_back();
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surf.selfIdx = j;
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athena::io::MemoryReader r(secIt->first, secIt->second);
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surf.m_data.read(r);
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