Some loops here. Wanted to for_each some.
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+8
-10
@@ -82,8 +82,7 @@ ActorFrame::ActorFrame( const ActorFrame &cpy ):
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void ActorFrame::InitState()
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void ActorFrame::InitState()
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{
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{
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FOREACH( Actor*, m_SubActors, a )
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std::for_each(m_SubActors.begin(), m_SubActors.end(), [](Actor *a) { a->InitState(); });
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(*a)->InitState();
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Actor::InitState();
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Actor::InitState();
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}
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}
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@@ -162,17 +161,16 @@ void ActorFrame::RemoveChild( Actor *pActor )
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void ActorFrame::TransferChildren( ActorFrame *pTo )
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void ActorFrame::TransferChildren( ActorFrame *pTo )
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{
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{
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FOREACH( Actor*, m_SubActors, i )
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std::for_each(m_SubActors.begin(), m_SubActors.end(), [&](Actor *a) { pTo->AddChild(a); });
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pTo->AddChild( *i );
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RemoveAllChildren();
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RemoveAllChildren();
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}
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}
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Actor* ActorFrame::GetChild( const RString &sName )
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Actor* ActorFrame::GetChild( const RString &sName )
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{
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{
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FOREACH( Actor*, m_SubActors, a )
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for (Actor *a : m_SubActors)
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{
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{
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if( (*a)->GetName() == sName )
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if( a->GetName() == sName )
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return *a;
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return a;
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}
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}
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return NULL;
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return NULL;
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}
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}
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@@ -276,10 +274,10 @@ void ActorFrame::EndDraw()
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void ActorFrame::PushChildrenTable( lua_State *L )
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void ActorFrame::PushChildrenTable( lua_State *L )
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{
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{
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lua_newtable( L );
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lua_newtable( L );
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FOREACH( Actor*, m_SubActors, a )
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for (Actor *a: m_SubActors)
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{
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{
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LuaHelpers::Push( L, (*a)->GetName() );
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LuaHelpers::Push( L, a->GetName() );
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(*a)->PushSelf( L );
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a->PushSelf( L );
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lua_rawset( L, -3 );
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lua_rawset( L, -3 );
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}
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}
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}
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}
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