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Runtime: Resolve -Wrange-loop-analysis warnings
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@@ -998,7 +998,7 @@ void CElitePirate::AttractProjectiles(CStateManager& mgr) {
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rstl::reserved_vector<TUniqueId, 1024> charNearList;
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mgr.BuildNearList(charNearList, aabb, CMaterialFilter::MakeInclude({EMaterialTypes::Character}), nullptr);
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for (const TUniqueId projId : projNearList) {
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for (const auto& projId : projNearList) {
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TCastToPtr<CGameProjectile> projectile = mgr.ObjectById(projId);
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if (!projectile || projectile->GetType() == EWeaponType::Missile ||
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projectile->GetOwnerId() != mgr.GetPlayer().GetUniqueId() ||
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@@ -1117,7 +1117,7 @@ void CElitePirate::UpdateHealthInfo(CStateManager& mgr) {
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void CElitePirate::ExtendTouchBounds(const CStateManager& mgr, const rstl::reserved_vector<TUniqueId, 7>& uids,
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const zeus::CVector3f& vec) const {
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for (const TUniqueId uid : uids) {
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for (const auto& uid : uids) {
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if (TCastToPtr<CCollisionActor> actor = mgr.ObjectById(uid)) {
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actor->SetExtendedTouchBounds(vec);
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}
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@@ -1160,7 +1160,7 @@ bool CElitePirate::IsClosestEnergyAttractor(const CStateManager& mgr,
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const rstl::reserved_vector<TUniqueId, 1024>& charNearList,
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const zeus::CVector3f& projectilePos) const {
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const float distance = (projectilePos - GetTranslation()).magSquared();
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for (const auto id : charNearList) {
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for (const auto& id : charNearList) {
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if (const TCastToConstPtr<CPatterned> actor = mgr.GetObjectById(id)) {
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if (actor->GetUniqueId() != GetUniqueId() && actor->IsEnergyAttractor() &&
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(projectilePos - actor->GetTranslation()).magSquared() < distance) {
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