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Use EntityList instead of `rstl::resverved_vector<TUniqueId, 1024>' directly

This commit is contained in:
2021-06-06 17:07:45 -07:00
parent 5bfe881b95
commit 0b4f15341b
58 changed files with 184 additions and 183 deletions

View File

@@ -989,14 +989,14 @@ void CElitePirate::AttractProjectiles(CStateManager& mgr) {
float radius = x5d8_data.GetProjectileAttractionRadius();
const zeus::CVector3f actorPos = actor->GetTranslation();
const zeus::CVector3f pos = GetTranslation();
rstl::reserved_vector<TUniqueId, kMaxEntities> projNearList;
EntityList projNearList;
const zeus::CAABox aabb{pos - radius, pos + radius};
mgr.BuildNearList(projNearList, aabb, CMaterialFilter::MakeInclude({EMaterialTypes::Projectile}), nullptr);
if (projNearList.empty()) {
return;
}
rstl::reserved_vector<TUniqueId, kMaxEntities> charNearList;
EntityList charNearList;
mgr.BuildNearList(charNearList, aabb, CMaterialFilter::MakeInclude({EMaterialTypes::Character}), nullptr);
for (const auto& projId : projNearList) {
TCastToPtr<CGameProjectile> projectile = mgr.ObjectById(projId);
@@ -1157,7 +1157,7 @@ bool CElitePirate::ShouldCallForBackupFromLauncher(const CStateManager& mgr, TUn
}
bool CElitePirate::IsClosestEnergyAttractor(const CStateManager& mgr,
const rstl::reserved_vector<TUniqueId, kMaxEntities>& charNearList,
const EntityList& charNearList,
const zeus::CVector3f& projectilePos) const {
const float distance = (projectilePos - GetTranslation()).magSquared();
for (const auto& id : charNearList) {