[General] Use pre-incrementation in for loops
This commit is contained in:
parent
56ba9d0ed6
commit
64e76c905e
@ -399,7 +399,7 @@ namespace Components
|
||||
dwSize += GetLengthSid(psidArray[0]);
|
||||
dwSize += sizeof(ACCESS_DENIED_ACE) - sizeof(DWORD);
|
||||
|
||||
for (UINT i = 1; i < _countof(psidArray); i++)
|
||||
for (UINT i = 1; i < _countof(psidArray); ++i)
|
||||
{
|
||||
// DWORD is the SidStart field, which is not used for absolute format
|
||||
dwSize += GetLengthSid(psidArray[i]);
|
||||
|
@ -134,15 +134,15 @@ namespace Components
|
||||
// Fix shader const stuff
|
||||
if (type == Game::XAssetType::ASSET_TYPE_TECHSET && Zones::Version() >= 359)
|
||||
{
|
||||
for (int i = 0; i < 48; i++)
|
||||
for (int i = 0; i < 48; ++i)
|
||||
{
|
||||
if (asset.techniqueSet->techniques[i])
|
||||
{
|
||||
for (int j = 0; j < asset.techniqueSet->techniques[i]->numPasses; j++)
|
||||
for (int j = 0; j < asset.techniqueSet->techniques[i]->numPasses; ++j)
|
||||
{
|
||||
Game::MaterialPass* pass = &asset.techniqueSet->techniques[i]->passes[j];
|
||||
|
||||
for (int k = 0; k < (pass->argCount1 + pass->argCount2 + pass->argCount3); k++)
|
||||
for (int k = 0; k < (pass->argCount1 + pass->argCount2 + pass->argCount3); ++k)
|
||||
{
|
||||
if (pass->argumentDef[k].type == D3DSHADER_PARAM_REGISTER_TYPE::D3DSPR_CONSTINT)
|
||||
{
|
||||
|
@ -416,7 +416,7 @@ namespace Assets
|
||||
|
||||
buffer->pushBlock(Game::XFILE_BLOCK_RUNTIME);
|
||||
|
||||
for (int i = 0; i < 2; i++)
|
||||
for (int i = 0; i < 2; ++i)
|
||||
{
|
||||
if (asset->dynEntPoseList[i])
|
||||
{
|
||||
@ -429,7 +429,7 @@ namespace Assets
|
||||
}
|
||||
}
|
||||
|
||||
for (int i = 0; i < 2; i++)
|
||||
for (int i = 0; i < 2; ++i)
|
||||
{
|
||||
if (asset->dynEntClientList[i])
|
||||
{
|
||||
@ -441,7 +441,7 @@ namespace Assets
|
||||
}
|
||||
}
|
||||
|
||||
for (int i = 0; i < 2; i++)
|
||||
for (int i = 0; i < 2; ++i)
|
||||
{
|
||||
if (asset->dynEntCollList[i])
|
||||
{
|
||||
@ -466,7 +466,7 @@ namespace Assets
|
||||
builder->loadAsset(Game::XAssetType::ASSET_TYPE_XMODEL, m->name);
|
||||
}
|
||||
|
||||
for (int j = 0; j < 2; j++)
|
||||
for (int j = 0; j < 2; ++j)
|
||||
{
|
||||
Game::DynEntityDef* def = asset->dynEntDefList[j];
|
||||
|
||||
|
@ -306,7 +306,7 @@ namespace Components
|
||||
map.append(fmt::sprintf("mtllib %s.mtl\n\n", world->baseName));
|
||||
|
||||
Logger::Print("Writing vertices...\n");
|
||||
for (unsigned int i = 0; i < world->worldDraw.vertexCount; i++)
|
||||
for (unsigned int i = 0; i < world->worldDraw.vertexCount; ++i)
|
||||
{
|
||||
float x = world->worldDraw.vd.vertices[i].xyz[1];
|
||||
float y = world->worldDraw.vd.vertices[i].xyz[2];
|
||||
@ -318,7 +318,7 @@ namespace Components
|
||||
map.append("\n");
|
||||
|
||||
Logger::Print("Writing texture coordinates...\n");
|
||||
for (unsigned int i = 0; i < world->worldDraw.vertexCount; i++)
|
||||
for (unsigned int i = 0; i < world->worldDraw.vertexCount; ++i)
|
||||
{
|
||||
map.append(fmt::sprintf("vt %.6f %.6f\n", world->worldDraw.vd.vertices[i].texCoord[0], -world->worldDraw.vd.vertices[i].texCoord[1]));
|
||||
}
|
||||
@ -327,11 +327,11 @@ namespace Components
|
||||
int materialCount = 0;
|
||||
Game::Material** materials = allocator.allocateArray<Game::Material*>(world->dpvs.staticSurfaceCount);
|
||||
|
||||
for (unsigned int i = 0; i < world->dpvs.staticSurfaceCount; i++)
|
||||
for (unsigned int i = 0; i < world->dpvs.staticSurfaceCount; ++i)
|
||||
{
|
||||
bool isNewMat = true;
|
||||
|
||||
for (int j = 0; j < materialCount; j++)
|
||||
for (int j = 0; j < materialCount; ++j)
|
||||
{
|
||||
if (world->dpvs.surfaces[i].material == materials[j])
|
||||
{
|
||||
@ -350,7 +350,7 @@ namespace Components
|
||||
mtl.append(fmt::sprintf("# Material Count: %d\n", materialCount));
|
||||
|
||||
Logger::Print("Exporting materials and faces...\n");
|
||||
for (int m = 0; m < materialCount; m++)
|
||||
for (int m = 0; m < materialCount; ++m)
|
||||
{
|
||||
std::string name = materials[m]->name;
|
||||
|
||||
@ -386,14 +386,14 @@ namespace Components
|
||||
mtl.append(fmt::sprintf("map_Ka textures/%s.png\n", image->name));
|
||||
mtl.append(fmt::sprintf("map_Kd textures/%s.png\n", image->name));
|
||||
|
||||
for (unsigned int i = 0; i < world->dpvs.staticSurfaceCount; i++)
|
||||
for (unsigned int i = 0; i < world->dpvs.staticSurfaceCount; ++i)
|
||||
{
|
||||
if (world->dpvs.surfaces[i].material != materials[m])
|
||||
continue;
|
||||
|
||||
int vertOffset = world->dpvs.surfaces[i].tris.firstVertex + 1;//+1 cus obj starts at 1
|
||||
int indexOffset = world->dpvs.surfaces[i].tris.baseIndex;
|
||||
for (unsigned short j = 0; j < world->dpvs.surfaces[i].tris.triCount; j++)
|
||||
for (unsigned short j = 0; j < world->dpvs.surfaces[i].tris.triCount; ++j)
|
||||
{
|
||||
int a = world->worldDraw.indices[indexOffset + j * 3 + 0] + vertOffset;
|
||||
int b = world->worldDraw.indices[indexOffset + j * 3 + 1] + vertOffset;
|
||||
|
Loading…
x
Reference in New Issue
Block a user