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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

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@@ -385,7 +385,7 @@ bool CTryclops::InMaxRange(CStateManager& mgr, float) {
return true;
}
rstl::reserved_vector<TUniqueId, kMaxEntities> nearList;
EntityList nearList;
float dectRange = x3bc_detectionRange * x3bc_detectionRange;
float dectRangeHeight = x3c0_detectionHeightRange * x3c0_detectionHeightRange;
@@ -637,7 +637,7 @@ bool CTryclops::sub8025dbd0(CStateManager& mgr) {
constexpr CMaterialList matList{EMaterialTypes::Player, EMaterialTypes::Solid};
const CCollidableSphere colSphere{zeus::CSphere{GetTranslation() + zeus::CVector3f{0.f, 0.f, ballRadius}, ballRadius},
matList};
rstl::reserved_vector<TUniqueId, kMaxEntities> nearList;
EntityList nearList;
mgr.BuildColliderList(nearList, player, colSphere.CalculateLocalAABox());
constexpr auto matFilter = CMaterialFilter::MakeIncludeExclude({EMaterialTypes::Solid}, {EMaterialTypes::Player});
const zeus::CTransform skIdentity4f{}; // TODO move to zeus & make constexpr