mirror of https://github.com/AxioDL/metaforce.git
ITweakPlayerRes: Remove unnecessary calls to .data()
All of these functions return a string_view, which is accepted by GetResourceIdByName(), so this avoids several unnecessary std::strlen calls.
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189b03c001
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a92bc16265
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@ -79,9 +79,9 @@ struct ITweakPlayerRes : ITweak {
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}
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}
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void ResolveResources(const urde::IFactory& factory) {
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void ResolveResources(const urde::IFactory& factory) {
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x4_saveStationIcon = factory.GetResourceIdByName(_GetSaveStationIcon().data())->id;
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x4_saveStationIcon = factory.GetResourceIdByName(_GetSaveStationIcon())->id;
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x8_missileStationIcon = factory.GetResourceIdByName(_GetMissileStationIcon().data())->id;
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x8_missileStationIcon = factory.GetResourceIdByName(_GetMissileStationIcon())->id;
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xc_elevatorIcon = factory.GetResourceIdByName(_GetElevatorIcon().data())->id;
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xc_elevatorIcon = factory.GetResourceIdByName(_GetElevatorIcon())->id;
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x10_minesBreakFirstTopIcon = factory.GetResourceIdByName(_GetMinesBreakFirstTopIcon())->id;
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x10_minesBreakFirstTopIcon = factory.GetResourceIdByName(_GetMinesBreakFirstTopIcon())->id;
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x14_minesBreakFirstBottomIcon = factory.GetResourceIdByName(_GetMinesBreakFirstBottomIcon())->id;
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x14_minesBreakFirstBottomIcon = factory.GetResourceIdByName(_GetMinesBreakFirstBottomIcon())->id;
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@ -89,39 +89,39 @@ struct ITweakPlayerRes : ITweak {
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x1c_minesBreakSecondBottomIcon = factory.GetResourceIdByName(_GetMinesBreakSecondBottomIcon())->id;
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x1c_minesBreakSecondBottomIcon = factory.GetResourceIdByName(_GetMinesBreakSecondBottomIcon())->id;
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for (int i = 0; i < 9; ++i)
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for (int i = 0; i < 9; ++i)
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x24_lStick[i] = factory.GetResourceIdByName(_GetLStick(i).data())->id;
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x24_lStick[i] = factory.GetResourceIdByName(_GetLStick(i))->id;
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for (int i = 0; i < 9; ++i)
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for (int i = 0; i < 9; ++i)
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x4c_cStick[i] = factory.GetResourceIdByName(_GetCStick(i).data())->id;
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x4c_cStick[i] = factory.GetResourceIdByName(_GetCStick(i))->id;
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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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x74_lTrigger[i] = factory.GetResourceIdByName(_GetLTrigger(i).data())->id;
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x74_lTrigger[i] = factory.GetResourceIdByName(_GetLTrigger(i))->id;
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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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x80_rTrigger[i] = factory.GetResourceIdByName(_GetRTrigger(i).data())->id;
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x80_rTrigger[i] = factory.GetResourceIdByName(_GetRTrigger(i))->id;
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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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x8c_startButton[i] = factory.GetResourceIdByName(_GetStartButton(i).data())->id;
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x8c_startButton[i] = factory.GetResourceIdByName(_GetStartButton(i))->id;
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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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x98_aButton[i] = factory.GetResourceIdByName(_GetAButton(i).data())->id;
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x98_aButton[i] = factory.GetResourceIdByName(_GetAButton(i))->id;
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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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xa4_bButton[i] = factory.GetResourceIdByName(_GetBButton(i).data())->id;
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xa4_bButton[i] = factory.GetResourceIdByName(_GetBButton(i))->id;
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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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xb0_xButton[i] = factory.GetResourceIdByName(_GetXButton(i).data())->id;
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xb0_xButton[i] = factory.GetResourceIdByName(_GetXButton(i))->id;
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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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xbc_yButton[i] = factory.GetResourceIdByName(_GetYButton(i).data())->id;
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xbc_yButton[i] = factory.GetResourceIdByName(_GetYButton(i))->id;
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xc4_ballTransitionsANCS = factory.GetResourceIdByName(_GetBallTransitionsANCS().data())->id;
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xc4_ballTransitionsANCS = factory.GetResourceIdByName(_GetBallTransitionsANCS())->id;
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for (int i = 0; i < 5; ++i)
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for (int i = 0; i < 5; ++i)
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xc8_ballTransitions[i] = factory.GetResourceIdByName(_GetBallTransitionBeamRes(i).data())->id;
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xc8_ballTransitions[i] = factory.GetResourceIdByName(_GetBallTransitionBeamRes(i))->id;
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for (int i = 0; i < 5; ++i)
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for (int i = 0; i < 5; ++i)
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xc8_cineGun[i] = factory.GetResourceIdByName(_GetBeamCineModel(i).data())->id;
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xc8_cineGun[i] = factory.GetResourceIdByName(_GetBeamCineModel(i))->id;
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xf0_cinematicMoveOutofIntoPlayerDistance = _GetCinematicMoveOutofIntoPlayerDistance();
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xf0_cinematicMoveOutofIntoPlayerDistance = _GetCinematicMoveOutofIntoPlayerDistance();
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}
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}
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