[General] Use preincrement

This commit is contained in:
momo5502 2017-04-24 22:33:13 +02:00
parent cdf759736f
commit 7c728b4658
6 changed files with 16 additions and 16 deletions

View File

@ -6,7 +6,7 @@ namespace Assets
{ {
Game::MenuList *asset = header.menuList; Game::MenuList *asset = header.menuList;
for (int i = 0; i < asset->menuCount; i++) for (int i = 0; i < asset->menuCount; ++i)
{ {
if (asset->menus[i]) if (asset->menus[i])
{ {
@ -39,7 +39,7 @@ namespace Assets
Game::menuDef_t **destMenus = buffer->dest<Game::menuDef_t*>(); Game::menuDef_t **destMenus = buffer->dest<Game::menuDef_t*>();
buffer->saveArray(asset->menus, asset->menuCount); buffer->saveArray(asset->menus, asset->menuCount);
for (int i = 0; i < asset->menuCount; i++) for (int i = 0; i < asset->menuCount; ++i)
{ {
destMenus[i] = builder->saveSubAsset(Game::XAssetType::ASSET_TYPE_MENU, asset->menus[i]).menu; destMenus[i] = builder->saveSubAsset(Game::XAssetType::ASSET_TYPE_MENU, asset->menus[i]).menu;
} }

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@ -36,7 +36,7 @@ namespace Assets
buffer->align(Utils::Stream::ALIGN_4); buffer->align(Utils::Stream::ALIGN_4);
// not sure if this is neede but both brushside and brushedge need it and it can't hurt // not sure if this is neede but both brushside and brushedge need it and it can't hurt
for (int i = 0; i < asset->numCPlanes; i++) for (int i = 0; i < asset->numCPlanes; ++i)
{ {
builder->storePointer(&asset->cPlanes[i]); builder->storePointer(&asset->cPlanes[i]);
buffer->save(&asset->cPlanes[i]); buffer->save(&asset->cPlanes[i]);

View File

@ -12,7 +12,7 @@ namespace Assets
} }
// mark items // mark items
for (int i = 0; i < asset->itemCount; i++) for (int i = 0; i < asset->itemCount; ++i)
{ {
if (asset->items[i]->window.background) if (asset->items[i]->window.background)
{ {
@ -49,7 +49,7 @@ namespace Assets
Game::Statement_s **destStatement = buffer->dest<Game::Statement_s*>(); Game::Statement_s **destStatement = buffer->dest<Game::Statement_s*>();
buffer->saveArray(asset->uifunctions.functions, asset->uifunctions.totalFunctions); buffer->saveArray(asset->uifunctions.functions, asset->uifunctions.totalFunctions);
for (int i = 0; i < asset->uifunctions.totalFunctions; i++) for (int i = 0; i < asset->uifunctions.totalFunctions; ++i)
{ {
if (asset->uifunctions.functions[i]) if (asset->uifunctions.functions[i])
{ {
@ -70,7 +70,7 @@ namespace Assets
Game::StaticDvar **destStaticDvars = buffer->dest<Game::StaticDvar*>(); Game::StaticDvar **destStaticDvars = buffer->dest<Game::StaticDvar*>();
buffer->saveArray(asset->staticDvarList.staticDvars, asset->staticDvarList.numStaticDvars); buffer->saveArray(asset->staticDvarList.staticDvars, asset->staticDvarList.numStaticDvars);
for (int i = 0; i < asset->staticDvarList.numStaticDvars; i++) for (int i = 0; i < asset->staticDvarList.numStaticDvars; ++i)
{ {
if (asset->staticDvarList.staticDvars[i]) if (asset->staticDvarList.staticDvars[i])
{ {
@ -98,7 +98,7 @@ namespace Assets
const char **destuiStrings = buffer->dest<const char*>(); const char **destuiStrings = buffer->dest<const char*>();
buffer->saveArray(asset->uiStrings.strings, asset->uiStrings.totalStrings); buffer->saveArray(asset->uiStrings.strings, asset->uiStrings.totalStrings);
for (int i = 0; i < asset->uiStrings.totalStrings; i++) for (int i = 0; i < asset->uiStrings.totalStrings; ++i)
{ {
if (asset->uiStrings.strings[i]) if (asset->uiStrings.strings[i])
{ {
@ -128,7 +128,7 @@ namespace Assets
buffer->save(asset->entries, sizeof(Game::expressionEntry), asset->numEntries); buffer->save(asset->entries, sizeof(Game::expressionEntry), asset->numEntries);
// Loop through entries // Loop through entries
for (int i = 0; i < asset->numEntries; i++) for (int i = 0; i < asset->numEntries; ++i)
{ {
if (asset->entries[i].type) if (asset->entries[i].type)
{ {
@ -186,7 +186,7 @@ namespace Assets
buffer->save(asset->eventHandlers, sizeof(Game::MenuEventHandler*), asset->eventHandlerCount); buffer->save(asset->eventHandlers, sizeof(Game::MenuEventHandler*), asset->eventHandlerCount);
// Loop through eventHandlers // Loop through eventHandlers
for (int i = 0; i < asset->eventHandlerCount; i++) for (int i = 0; i < asset->eventHandlerCount; ++i)
{ {
if (asset->eventHandlers[i]) if (asset->eventHandlers[i])
{ {
@ -392,7 +392,7 @@ namespace Assets
Game::multiDef_s* destdef = buffer->dest<Game::multiDef_s>(); Game::multiDef_s* destdef = buffer->dest<Game::multiDef_s>();
buffer->save(asset->multiDef); buffer->save(asset->multiDef);
for (int i = 0; i < 32; i++) for (int i = 0; i < 32; ++i)
{ {
if (asset->multiDef->dvarList[i]) if (asset->multiDef->dvarList[i])
{ {
@ -401,7 +401,7 @@ namespace Assets
} }
} }
for (int i = 0; i < 32; i++) for (int i = 0; i < 32; ++i)
{ {
if (asset->multiDef->dvarStr[i]) if (asset->multiDef->dvarStr[i])
{ {
@ -504,7 +504,7 @@ namespace Assets
Game::ItemFloatExpression* destExp = buffer->dest<Game::ItemFloatExpression>(); Game::ItemFloatExpression* destExp = buffer->dest<Game::ItemFloatExpression>();
buffer->saveArray(asset->floatExpressions, asset->floatExpressionCount); buffer->saveArray(asset->floatExpressions, asset->floatExpressionCount);
for (int i = 0; i < asset->floatExpressionCount; i++) for (int i = 0; i < asset->floatExpressionCount; ++i)
{ {
buffer->align(Utils::Stream::ALIGN_4); buffer->align(Utils::Stream::ALIGN_4);
this->save_Statement_s(asset->floatExpressions[i].expression, builder); this->save_Statement_s(asset->floatExpressions[i].expression, builder);
@ -594,7 +594,7 @@ namespace Assets
buffer->align(Utils::Stream::ALIGN_4); buffer->align(Utils::Stream::ALIGN_4);
buffer->saveArray(asset->items, asset->itemCount); buffer->saveArray(asset->items, asset->itemCount);
for (int i = 0; i < asset->itemCount; i++) for (int i = 0; i < asset->itemCount; ++i)
{ {
if (asset->items[i]) if (asset->items[i])
{ {

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@ -144,7 +144,7 @@ namespace Components
{ {
std::string list = Utils::String::VA("%c", 20); std::string list = Utils::String::VA("%c", 20);
for (int i = 0; i < 18; i++) for (int i = 0; i < 18; ++i)
{ {
if (Game::svs_clients[i].state >= 3) if (Game::svs_clients[i].state >= 3)
{ {

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@ -13,7 +13,7 @@ namespace Components
// check if we're connected to a server... // check if we're connected to a server...
if (*reinterpret_cast<std::uint32_t*>(0xB2C540) >= 7) if (*reinterpret_cast<std::uint32_t*>(0xB2C540) >= 7)
{ {
for (unsigned char i = 0; i < 7; i++) for (unsigned char i = 0; i < 7; ++i)
{ {
Game::Com_Printf(0, "Sending stat packet %i to server.\n", i); Game::Com_Printf(0, "Sending stat packet %i to server.\n", i);

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@ -30,7 +30,7 @@ namespace Utils
if (Cache::ValidUrl.empty()) if (Cache::ValidUrl.empty())
{ {
for (int i = 0; i < ARRAYSIZE(Cache::Urls); i++) for (int i = 0; i < ARRAYSIZE(Cache::Urls); ++i)
{ {
std::string result = Utils::WebIO(useragent, Cache::GetUrl(Cache::Urls[i], path)).setTimeout(timeout)->get(); std::string result = Utils::WebIO(useragent, Cache::GetUrl(Cache::Urls[i], path)).setTimeout(timeout)->get();