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Use EntityList instead of `rstl::resverved_vector<TUniqueId, 1024>' directly
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@@ -176,7 +176,7 @@ void CEnvFxManager::CalculateSnowForces(const CVectorFixed8_8& zVec,
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}
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}
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void CEnvFxManager::BuildBlockObjectList(rstl::reserved_vector<TUniqueId, kMaxEntities>& list, CStateManager& mgr) {
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void CEnvFxManager::BuildBlockObjectList(EntityList& list, CStateManager& mgr) {
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for (CEntity* ent : mgr.GetAllObjectList()) {
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const TCastToConstPtr<CScriptTrigger> trig = ent;
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if (trig && True(trig->GetTriggerFlags() & ETriggerFlags::BlockEnvironmentalEffects)) {
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@@ -197,7 +197,7 @@ void CEnvFxManager::UpdateBlockedGrids(CStateManager& mgr, EEnvFxType type, cons
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zeus::CVector2i localPlayerPos((invXf * playerPos * 256.f).toVec2f());
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x2c_lastBlockedGridIdx = -1;
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x24_enableSplash = false;
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rstl::reserved_vector<TUniqueId, kMaxEntities> blockList;
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EntityList blockList;
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bool blockListBuilt = false;
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int blockedGrids = 0;
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for (int i = 0; i < x50_grids.size(); ++i) {
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