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Correct rstl::prereserved_vector implementation

This commit is contained in:
Jack Andersen
2018-02-14 18:37:21 -10:00
parent 98518e7d44
commit b405f33ded
17 changed files with 478 additions and 499 deletions

View File

@@ -51,12 +51,12 @@ CSamusHud::CSamusHud(CStateManager& stateMgr)
x274_loadedFrmeBaseHud->SetMaxAspect(1.78f);
x2a0_helmetIntf = std::make_unique<CHudHelmetInterface>(*x264_loadedFrmeHelmet);
rstl::prereserved_vector<bool, 4> hasVisors = BuildPlayerHasVisors(stateMgr);
rstl::reserved_vector<bool, 4> hasVisors = BuildPlayerHasVisors(stateMgr);
x2a4_visorMenu = std::make_unique<CHudVisorBeamMenu>(*x274_loadedFrmeBaseHud,
CHudVisorBeamMenu::EHudVisorBeamMenu::Visor,
hasVisors);
rstl::prereserved_vector<bool, 4> hasBeams = BuildPlayerHasBeams(stateMgr);
rstl::reserved_vector<bool, 4> hasBeams = BuildPlayerHasBeams(stateMgr);
x2a8_beamMenu = std::make_unique<CHudVisorBeamMenu>(*x274_loadedFrmeBaseHud,
CHudVisorBeamMenu::EHudVisorBeamMenu::Beam,
hasBeams);
@@ -76,23 +76,23 @@ CSamusHud::~CSamusHud()
g_SamusHud = nullptr;
}
rstl::prereserved_vector<bool, 4> CSamusHud::BuildPlayerHasVisors(const CStateManager& mgr)
rstl::reserved_vector<bool, 4> CSamusHud::BuildPlayerHasVisors(const CStateManager& mgr)
{
rstl::prereserved_vector<bool, 4> ret;
ret[0] = mgr.GetPlayerState()->HasPowerUp(CPlayerState::EItemType::CombatVisor);
ret[1] = mgr.GetPlayerState()->HasPowerUp(CPlayerState::EItemType::XRayVisor);
ret[2] = mgr.GetPlayerState()->HasPowerUp(CPlayerState::EItemType::ScanVisor);
ret[3] = mgr.GetPlayerState()->HasPowerUp(CPlayerState::EItemType::ThermalVisor);
rstl::reserved_vector<bool, 4> ret;
ret.push_back(mgr.GetPlayerState()->HasPowerUp(CPlayerState::EItemType::CombatVisor));
ret.push_back(mgr.GetPlayerState()->HasPowerUp(CPlayerState::EItemType::XRayVisor));
ret.push_back(mgr.GetPlayerState()->HasPowerUp(CPlayerState::EItemType::ScanVisor));
ret.push_back(mgr.GetPlayerState()->HasPowerUp(CPlayerState::EItemType::ThermalVisor));
return ret;
}
rstl::prereserved_vector<bool, 4> CSamusHud::BuildPlayerHasBeams(const CStateManager& mgr)
rstl::reserved_vector<bool, 4> CSamusHud::BuildPlayerHasBeams(const CStateManager& mgr)
{
rstl::prereserved_vector<bool, 4> ret;
ret[0] = mgr.GetPlayerState()->HasPowerUp(CPlayerState::EItemType::PowerBeam);
ret[1] = mgr.GetPlayerState()->HasPowerUp(CPlayerState::EItemType::IceBeam);
ret[2] = mgr.GetPlayerState()->HasPowerUp(CPlayerState::EItemType::WaveBeam);
ret[3] = mgr.GetPlayerState()->HasPowerUp(CPlayerState::EItemType::PlasmaBeam);
rstl::reserved_vector<bool, 4> ret;
ret.push_back(mgr.GetPlayerState()->HasPowerUp(CPlayerState::EItemType::PowerBeam));
ret.push_back(mgr.GetPlayerState()->HasPowerUp(CPlayerState::EItemType::IceBeam));
ret.push_back(mgr.GetPlayerState()->HasPowerUp(CPlayerState::EItemType::WaveBeam));
ret.push_back(mgr.GetPlayerState()->HasPowerUp(CPlayerState::EItemType::PlasmaBeam));
return ret;
}