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