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General: Make use of emplace_back where applicable
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@ -296,11 +296,11 @@ void CCinematicCamera::GenerateMoveOutofIntoPoints(bool outOfEye, CStateManager&
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behindDelta = -behindDelta;
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behindDelta = -behindDelta;
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}
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}
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for (int i = 0; i < 2; ++i) {
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for (int i = 0; i < 2; ++i) {
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x188_viewPoints.push_back(behindPos);
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x188_viewPoints.emplace_back(behindPos);
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x198_viewOrientations.push_back(q);
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x198_viewOrientations.emplace_back(q);
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x1a8_viewPointArrivals.push_back(mgr.GetPlayer().GetUniqueId());
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x1a8_viewPointArrivals.emplace_back(mgr.GetPlayer().GetUniqueId());
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x1b8_targets.push_back(eyePos);
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x1b8_targets.emplace_back(eyePos);
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x1c8_targetArrivals.push_back(kInvalidUniqueId);
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x1c8_targetArrivals.emplace_back(kInvalidUniqueId);
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behindPos += behindDelta;
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behindPos += behindDelta;
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}
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}
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CalculateMoveOutofIntoEyePosition(outOfEye, mgr);
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CalculateMoveOutofIntoEyePosition(outOfEye, mgr);
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@ -42,10 +42,10 @@ CBodyStateInfo::CBodyStateInfo(CActor& actor, EBodyType type) {
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}
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}
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x1c_additiveStates.reserve(4);
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x1c_additiveStates.reserve(4);
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x1c_additiveStates.push_back({pas::EAnimationState::AdditiveIdle, std::make_unique<CABSIdle>()});
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x1c_additiveStates.emplace_back(pas::EAnimationState::AdditiveIdle, std::make_unique<CABSIdle>());
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x1c_additiveStates.push_back({pas::EAnimationState::AdditiveAim, std::make_unique<CABSAim>()});
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x1c_additiveStates.emplace_back(pas::EAnimationState::AdditiveAim, std::make_unique<CABSAim>());
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x1c_additiveStates.push_back({pas::EAnimationState::AdditiveFlinch, std::make_unique<CABSFlinch>()});
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x1c_additiveStates.emplace_back(pas::EAnimationState::AdditiveFlinch, std::make_unique<CABSFlinch>());
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x1c_additiveStates.push_back({pas::EAnimationState::AdditiveReaction, std::make_unique<CABSReaction>()});
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x1c_additiveStates.emplace_back(pas::EAnimationState::AdditiveReaction, std::make_unique<CABSReaction>());
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}
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}
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std::unique_ptr<CBodyState> CBodyStateInfo::SetupRestrictedFlyerBodyStates(int stateId, CActor& actor) const {
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std::unique_ptr<CBodyState> CBodyStateInfo::SetupRestrictedFlyerBodyStates(int stateId, CActor& actor) const {
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