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Use EntityList instead of `rstl::resverved_vector<TUniqueId, 1024>' directly
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@@ -736,7 +736,7 @@ void CSpacePirate::CheckForProjectiles(CStateManager& mgr) {
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if (x637_26_hearPlayerFire) {
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zeus::CVector3f aimPos = mgr.GetPlayer().GetAimPosition(mgr, 0.f);
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zeus::CAABox aabb(aimPos - 5.f, aimPos + 5.f);
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rstl::reserved_vector<TUniqueId, kMaxEntities> nearList;
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EntityList nearList;
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mgr.BuildNearList(nearList, aabb, CMaterialFilter::MakeInclude({EMaterialTypes::Projectile}), nullptr);
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for (TUniqueId id : nearList) {
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if (TCastToConstPtr<CGameProjectile> proj = mgr.GetObjectById(id)) {
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@@ -2545,7 +2545,7 @@ bool CSpacePirate::HasTargetingPoint(CStateManager& mgr, float arg) {
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x7c0_targetId = mgr.GetPlayer().GetUniqueId();
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float margin = x568_pirateData.x8_SearchRadius * 1.f;
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zeus::CAABox nearAABB(GetTranslation() - margin, GetTranslation() + margin);
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rstl::reserved_vector<TUniqueId, kMaxEntities> nearList;
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EntityList nearList;
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mgr.BuildNearList(nearList, nearAABB, CMaterialFilter::MakeExclude({EMaterialTypes::Solid}), nullptr);
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for (TUniqueId id : nearList) {
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if (TCastToConstPtr<CScriptTargetingPoint> tp = mgr.GetObjectById(id)) {
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