Use range_for for properties_read_cmp
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@ -23,6 +23,7 @@ COPYRIGHT 1993-1999 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED.
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*
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*/
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#include <algorithm>
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#include <stdio.h>
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#include <stdlib.h>
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#include <string.h>
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@ -161,8 +162,6 @@ int gamedata_init()
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// Read compiled properties data from descent.pig
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void properties_read_cmp(PHYSFS_file * fp)
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{
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int i;
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// bitmap_index is a short
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NumTextures = PHYSFSX_readInt(fp);
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@ -209,14 +208,14 @@ void properties_read_cmp(PHYSFS_file * fp)
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bitmap_index_read_n(Gauges, MAX_GAUGE_BMS, fp);
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for (i = 0; i < MAX_POLYGON_MODELS; i++)
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Dying_modelnums[i] = PHYSFSX_readInt(fp);
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for (i = 0; i < MAX_POLYGON_MODELS; i++)
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Dead_modelnums[i] = PHYSFSX_readInt(fp);
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range_for (auto &i, Dying_modelnums)
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i = PHYSFSX_readInt(fp);
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range_for (auto &i, Dead_modelnums)
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i = PHYSFSX_readInt(fp);
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bitmap_index_read_n(ObjBitmaps, MAX_OBJ_BITMAPS, fp);
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for (i = 0; i < MAX_OBJ_BITMAPS; i++)
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ObjBitmapPtrs[i] = PHYSFSX_readShort(fp);
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range_for (auto &i, ObjBitmapPtrs)
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i = PHYSFSX_readShort(fp);
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player_ship_read(&only_player_ship, fp);
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@ -229,8 +228,8 @@ void properties_read_cmp(PHYSFS_file * fp)
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Num_total_object_types = PHYSFSX_readInt(fp);
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PHYSFS_read( fp, ObjType, sizeof(ubyte), MAX_OBJTYPE );
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PHYSFS_read( fp, ObjId, sizeof(ubyte), MAX_OBJTYPE );
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for (i = 0; i < MAX_OBJTYPE; i++)
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ObjStrength[i] = PHYSFSX_readFix(fp);
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range_for (auto &i, ObjStrength)
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i = PHYSFSX_readFix(fp);
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First_multi_bitmap_num = PHYSFSX_readInt(fp);
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Reactors[0].n_guns = PHYSFSX_readInt(fp);
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@ -245,12 +244,8 @@ void properties_read_cmp(PHYSFS_file * fp)
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#ifdef EDITOR
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//Build tmaplist
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Num_tmaps = 0;
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for (i=0; i < TextureEffects; i++)
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Num_tmaps++;
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for (uint_fast32_t i = 0; i < Num_effects; i++)
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if (Effects[i].changing_wall_texture >= 0)
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Num_tmaps++;
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auto &&effect_range = partial_range(Effects, Num_effects);
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Num_tmaps = TextureEffects + std::count_if(effect_range.begin(), effect_range.end(), [](const eclip &e) { return e.changing_wall_texture >= 0; });
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#endif
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}
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#elif defined(DXX_BUILD_DESCENT_II)
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