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Use Contains method where applicable
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5 changed files with 11 additions and 8 deletions
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@ -172,7 +172,7 @@
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(e.g.</td>
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</tr>
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<tr>
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<td class="name" ><a href="#Moveable:GetJointPosition">Moveable:GetJointPosition(jointID[, offset])</a></td>
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<td class="name" ><a href="#Moveable:GetJointPosition">Moveable:GetJointPosition(jointIndex[, offset])</a></td>
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<td class="summary">Get the moveable's joint position with an optional relative offset.</td>
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</tr>
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<tr>
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@ -771,7 +771,7 @@ baddy:SetOnCollidedWithRoom(LevelFuncs.roomCollided)</pre>
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</dd>
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<dt>
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<a name = "Moveable:GetJointPosition"></a>
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<strong>Moveable:GetJointPosition(jointID[, offset])</strong>
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<strong>Moveable:GetJointPosition(jointIndex[, offset])</strong>
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</dt>
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<dd>
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Get the moveable's joint position with an optional relative offset.
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@ -780,9 +780,9 @@ baddy:SetOnCollidedWithRoom(LevelFuncs.roomCollided)</pre>
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<h3>Parameters:</h3>
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<ul>
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<li><span class="parameter">jointID</span>
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<li><span class="parameter">jointIndex</span>
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<span class="types"><span class="type">int</span></span>
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Joint ID.
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Index of a joint to get position.
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</li>
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<li><span class="parameter">offset</span>
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<span class="types"><a class="type" href="../3 primitive classes/Vec3.html#">Vec3</a></span>
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@ -32,6 +32,7 @@
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#include "Specific/clock.h"
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#include "Specific/Input/Input.h"
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#include "Specific/level.h"
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#include "Specific/trutils.h"
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using namespace TEN::Collision::Point;
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using namespace TEN::Effects::Bubble;
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@ -1594,7 +1595,7 @@ void HandleProjectile(ItemInfo& projectile, ItemInfo& emitter, const Vector3i& p
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for (auto* itemPtr : collObjects.Items)
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{
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// Object was already affected by collision, skip it.
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if (std::find(affectedObjects.begin(), affectedObjects.end(), itemPtr->Index) != affectedObjects.end())
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if (TEN::Utils::Contains(affectedObjects, itemPtr->Index))
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continue;
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const auto& currentObject = Objects[itemPtr->ObjectNumber];
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@ -22,6 +22,7 @@
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#include "Sound/sound.h"
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#include "Specific/Input/Input.h"
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#include "Specific/level.h"
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#include "Specific/trutils.h"
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#include "Specific/winmain.h"
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using namespace TEN::Collision::Point;
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@ -1392,7 +1393,7 @@ static std::vector<int> FillCollideableItemList()
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{
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const auto& item = g_Level.Items[i];
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if (std::find(roomList.begin(), roomList.end(), item.RoomNumber) == roomList.end())
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if (!TEN::Utils::Contains(roomList, (int)item.RoomNumber))
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continue;
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if (!g_Level.Rooms[item.RoomNumber].Active())
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@ -31,6 +31,7 @@
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#include "Renderer/Structures/RendererSortableObject.h"
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#include "Specific/configuration.h"
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#include "Specific/level.h"
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#include "Specific/trutils.h"
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#include "Specific/winmain.h"
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using namespace TEN::Effects::Hair;
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@ -2712,7 +2713,7 @@ namespace TEN::Renderer
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if (rendererPass != RendererPass::GBuffer)
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{
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// Bind caustics texture.
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if (std::find(SpriteSequencesIds.begin(), SpriteSequencesIds.end(), ID_CAUSTIC_TEXTURES) != SpriteSequencesIds.end())
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if (TEN::Utils::Contains(SpriteSequencesIds, (int)ID_CAUSTIC_TEXTURES))
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{
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int nmeshes = -Objects[ID_CAUSTIC_TEXTURES].nmeshes;
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int meshIndex = Objects[ID_CAUSTIC_TEXTURES].meshIndex;
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@ -835,7 +835,7 @@ namespace TEN::Renderer
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}
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// Light already on a list
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if (std::find(renderView.LightsToDraw.begin(), renderView.LightsToDraw.end(), light) != renderView.LightsToDraw.end())
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if (TEN::Utils::Contains(renderView.LightsToDraw, light))
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{
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continue;
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}
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