diff --git a/src/Components/Modules/AssetInterfaces/IGfxWorld.cpp b/src/Components/Modules/AssetInterfaces/IGfxWorld.cpp index 47b02c82..e6ad6c38 100644 --- a/src/Components/Modules/AssetInterfaces/IGfxWorld.cpp +++ b/src/Components/Modules/AssetInterfaces/IGfxWorld.cpp @@ -16,7 +16,7 @@ namespace Assets if (asset->worldDraw.reflectionImages) { - for (unsigned int i = 0; i < asset->worldDraw.reflectionProbeCount; i++) + for (unsigned int i = 0; i < asset->worldDraw.reflectionProbeCount; ++i) { builder->loadAsset(Game::XAssetType::ASSET_TYPE_IMAGE, asset->worldDraw.reflectionImages[i]->name); } @@ -24,7 +24,7 @@ namespace Assets if (asset->worldDraw.lightmaps) { - for (int i = 0; i < asset->worldDraw.lightmapCount; i++) + for (int i = 0; i < asset->worldDraw.lightmapCount; ++i) { if (asset->worldDraw.lightmaps[i].primary) { @@ -60,7 +60,7 @@ namespace Assets if (asset->skies) { - for (unsigned int i = 0; i < asset->skyCount; i++) + for (unsigned int i = 0; i < asset->skyCount; ++i) { if (asset->skies[i].skyImage) { @@ -71,7 +71,7 @@ namespace Assets if (asset->materialMemory) { - for (int i = 0; i < asset->materialMemoryCount; i++) + for (int i = 0; i < asset->materialMemoryCount; ++i) { if (asset->materialMemory[i].material) { @@ -89,7 +89,7 @@ namespace Assets if (asset->dpvs.surfaces) { - for (int i = 0; i < asset->dpvsSurfaceCount; i++) + for (int i = 0; i < asset->dpvsSurfaceCount; ++i) { if (asset->dpvs.surfaces[i].material) { @@ -100,7 +100,7 @@ namespace Assets if (asset->dpvs.smodelDrawInsts) { - for (unsigned int i = 0; i < asset->dpvs.smodelCount; i++) + for (unsigned int i = 0; i < asset->dpvs.smodelCount; ++i) { if (asset->dpvs.smodelDrawInsts[i].model) { @@ -688,7 +688,7 @@ namespace Assets Game::MaterialMemory* destMaterialMemoryTable = buffer->dest(); buffer->saveArray(asset->materialMemory, asset->materialMemoryCount); - for (char i = 0; i < asset->materialMemoryCount; ++i) + for (int i = 0; i < asset->materialMemoryCount; ++i) { Game::MaterialMemory* destMaterialMemory = &destMaterialMemoryTable[i]; Game::MaterialMemory* materialMemory = &asset->materialMemory[i];