[General] Use preincrement
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cdf759736f
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@ -6,7 +6,7 @@ namespace Assets
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{
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Game::MenuList *asset = header.menuList;
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for (int i = 0; i < asset->menuCount; i++)
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for (int i = 0; i < asset->menuCount; ++i)
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{
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if (asset->menus[i])
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{
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@ -39,7 +39,7 @@ namespace Assets
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Game::menuDef_t **destMenus = buffer->dest<Game::menuDef_t*>();
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buffer->saveArray(asset->menus, asset->menuCount);
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for (int i = 0; i < asset->menuCount; i++)
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for (int i = 0; i < asset->menuCount; ++i)
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{
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destMenus[i] = builder->saveSubAsset(Game::XAssetType::ASSET_TYPE_MENU, asset->menus[i]).menu;
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}
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@ -36,7 +36,7 @@ namespace Assets
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buffer->align(Utils::Stream::ALIGN_4);
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// not sure if this is neede but both brushside and brushedge need it and it can't hurt
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for (int i = 0; i < asset->numCPlanes; i++)
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for (int i = 0; i < asset->numCPlanes; ++i)
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{
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builder->storePointer(&asset->cPlanes[i]);
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buffer->save(&asset->cPlanes[i]);
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@ -12,7 +12,7 @@ namespace Assets
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}
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// mark items
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for (int i = 0; i < asset->itemCount; i++)
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for (int i = 0; i < asset->itemCount; ++i)
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{
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if (asset->items[i]->window.background)
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{
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@ -49,7 +49,7 @@ namespace Assets
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Game::Statement_s **destStatement = buffer->dest<Game::Statement_s*>();
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buffer->saveArray(asset->uifunctions.functions, asset->uifunctions.totalFunctions);
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for (int i = 0; i < asset->uifunctions.totalFunctions; i++)
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for (int i = 0; i < asset->uifunctions.totalFunctions; ++i)
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{
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if (asset->uifunctions.functions[i])
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{
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@ -70,7 +70,7 @@ namespace Assets
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Game::StaticDvar **destStaticDvars = buffer->dest<Game::StaticDvar*>();
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buffer->saveArray(asset->staticDvarList.staticDvars, asset->staticDvarList.numStaticDvars);
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for (int i = 0; i < asset->staticDvarList.numStaticDvars; i++)
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for (int i = 0; i < asset->staticDvarList.numStaticDvars; ++i)
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{
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if (asset->staticDvarList.staticDvars[i])
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{
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@ -98,7 +98,7 @@ namespace Assets
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const char **destuiStrings = buffer->dest<const char*>();
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buffer->saveArray(asset->uiStrings.strings, asset->uiStrings.totalStrings);
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for (int i = 0; i < asset->uiStrings.totalStrings; i++)
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for (int i = 0; i < asset->uiStrings.totalStrings; ++i)
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{
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if (asset->uiStrings.strings[i])
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{
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@ -128,7 +128,7 @@ namespace Assets
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buffer->save(asset->entries, sizeof(Game::expressionEntry), asset->numEntries);
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// Loop through entries
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for (int i = 0; i < asset->numEntries; i++)
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for (int i = 0; i < asset->numEntries; ++i)
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{
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if (asset->entries[i].type)
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{
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@ -186,7 +186,7 @@ namespace Assets
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buffer->save(asset->eventHandlers, sizeof(Game::MenuEventHandler*), asset->eventHandlerCount);
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// Loop through eventHandlers
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for (int i = 0; i < asset->eventHandlerCount; i++)
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for (int i = 0; i < asset->eventHandlerCount; ++i)
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{
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if (asset->eventHandlers[i])
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{
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@ -392,7 +392,7 @@ namespace Assets
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Game::multiDef_s* destdef = buffer->dest<Game::multiDef_s>();
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buffer->save(asset->multiDef);
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for (int i = 0; i < 32; i++)
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for (int i = 0; i < 32; ++i)
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{
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if (asset->multiDef->dvarList[i])
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{
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@ -401,7 +401,7 @@ namespace Assets
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}
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}
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for (int i = 0; i < 32; i++)
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for (int i = 0; i < 32; ++i)
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{
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if (asset->multiDef->dvarStr[i])
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{
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@ -504,7 +504,7 @@ namespace Assets
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Game::ItemFloatExpression* destExp = buffer->dest<Game::ItemFloatExpression>();
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buffer->saveArray(asset->floatExpressions, asset->floatExpressionCount);
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for (int i = 0; i < asset->floatExpressionCount; i++)
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for (int i = 0; i < asset->floatExpressionCount; ++i)
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{
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buffer->align(Utils::Stream::ALIGN_4);
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this->save_Statement_s(asset->floatExpressions[i].expression, builder);
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@ -594,7 +594,7 @@ namespace Assets
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buffer->align(Utils::Stream::ALIGN_4);
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buffer->saveArray(asset->items, asset->itemCount);
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for (int i = 0; i < asset->itemCount; i++)
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for (int i = 0; i < asset->itemCount; ++i)
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{
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if (asset->items[i])
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{
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@ -144,7 +144,7 @@ namespace Components
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{
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std::string list = Utils::String::VA("%c", 20);
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for (int i = 0; i < 18; i++)
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for (int i = 0; i < 18; ++i)
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{
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if (Game::svs_clients[i].state >= 3)
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{
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@ -13,7 +13,7 @@ namespace Components
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// check if we're connected to a server...
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if (*reinterpret_cast<std::uint32_t*>(0xB2C540) >= 7)
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{
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for (unsigned char i = 0; i < 7; i++)
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for (unsigned char i = 0; i < 7; ++i)
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{
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Game::Com_Printf(0, "Sending stat packet %i to server.\n", i);
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@ -30,7 +30,7 @@ namespace Utils
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if (Cache::ValidUrl.empty())
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{
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for (int i = 0; i < ARRAYSIZE(Cache::Urls); i++)
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for (int i = 0; i < ARRAYSIZE(Cache::Urls); ++i)
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{
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std::string result = Utils::WebIO(useragent, Cache::GetUrl(Cache::Urls[i], path)).setTimeout(timeout)->get();
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