environment: Use std::vector for m_pPhysicsControllers
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@ -401,14 +401,14 @@ IPhysicsFluidController *JoltPhysicsEnvironment::CreateFluidController( IPhysics
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{
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JoltPhysicsObject *pJoltObject = static_cast< JoltPhysicsObject * >( pFluidObject );
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JoltPhysicsFluidController *pFluidController = new JoltPhysicsFluidController( &m_PhysicsSystem, pJoltObject, pParams );
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m_pPhysicsControllers.AddToTail( pFluidController );
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m_pPhysicsControllers.push_back( pFluidController );
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return pFluidController;
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}
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void JoltPhysicsEnvironment::DestroyFluidController( IPhysicsFluidController *pFluidController )
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{
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JoltPhysicsFluidController *pInternalFluidController = static_cast<JoltPhysicsFluidController *>( pFluidController );
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m_pPhysicsControllers.FindAndRemove( pInternalFluidController );
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Erase( m_pPhysicsControllers, pInternalFluidController );
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delete pInternalFluidController;
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}
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@ -658,14 +658,14 @@ void JoltPhysicsEnvironment::DestroyConstraintGroup( IPhysicsConstraintGroup *pG
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IPhysicsShadowController *JoltPhysicsEnvironment::CreateShadowController( IPhysicsObject *pObject, bool allowTranslation, bool allowRotation )
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{
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JoltPhysicsShadowController *pController = new JoltPhysicsShadowController( static_cast<JoltPhysicsObject *>( pObject ), allowTranslation, allowRotation );
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m_pPhysicsControllers.AddToTail( pController );
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m_pPhysicsControllers.push_back( pController );
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return pController;
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}
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void JoltPhysicsEnvironment::DestroyShadowController( IPhysicsShadowController *pShadowController )
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{
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JoltPhysicsShadowController *pController = static_cast< JoltPhysicsShadowController * >( pShadowController );
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m_pPhysicsControllers.FindAndRemove( pController );
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Erase( m_pPhysicsControllers, pController );
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delete pController;
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}
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@ -674,14 +674,14 @@ void JoltPhysicsEnvironment::DestroyShadowController( IPhysicsShadowController *
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IPhysicsPlayerController *JoltPhysicsEnvironment::CreatePlayerController( IPhysicsObject *pObject )
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{
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JoltPhysicsPlayerController *pController = new JoltPhysicsPlayerController( static_cast<JoltPhysicsObject *>( pObject ) );
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m_pPhysicsControllers.AddToTail( pController );
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m_pPhysicsControllers.push_back( pController );
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return pController;
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}
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void JoltPhysicsEnvironment::DestroyPlayerController( IPhysicsPlayerController *pPlayerController )
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{
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JoltPhysicsPlayerController *pController = static_cast< JoltPhysicsPlayerController * >( pPlayerController );
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m_pPhysicsControllers.FindAndRemove( pController );
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Erase( m_pPhysicsControllers, pController );
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delete pController;
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}
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@ -690,14 +690,14 @@ void JoltPhysicsEnvironment::DestroyPlayerController( IPhysicsPlayerController *
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IPhysicsMotionController *JoltPhysicsEnvironment::CreateMotionController( IMotionEvent *pHandler )
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{
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JoltPhysicsMotionController *pController = new JoltPhysicsMotionController( pHandler );
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m_pPhysicsControllers.AddToTail( pController );
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m_pPhysicsControllers.push_back( pController );
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return pController;
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}
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void JoltPhysicsEnvironment::DestroyMotionController( IPhysicsMotionController *pController )
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{
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JoltPhysicsMotionController *pJoltController = static_cast< JoltPhysicsMotionController * >( pController );
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m_pPhysicsControllers.FindAndRemove( pJoltController );
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Erase( m_pPhysicsControllers, pJoltController );
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delete pJoltController;
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}
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@ -708,14 +708,14 @@ IPhysicsVehicleController *JoltPhysicsEnvironment::CreateVehicleController( IPhy
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JoltPhysicsObject *pJoltCarBodyObject = static_cast< JoltPhysicsObject * >( pVehicleBodyObject );
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JoltPhysicsVehicleController *pController = new JoltPhysicsVehicleController( this, &m_PhysicsSystem, pJoltCarBodyObject, params, nVehicleType, pGameTrace );
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m_pPhysicsControllers.AddToTail( pController );
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m_pPhysicsControllers.push_back( pController );
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return pController;
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}
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void JoltPhysicsEnvironment::DestroyVehicleController( IPhysicsVehicleController *pVehicleController )
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{
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JoltPhysicsVehicleController *pJoltController = static_cast<JoltPhysicsVehicleController *>( pVehicleController );
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m_pPhysicsControllers.FindAndRemove( pJoltController );
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Erase( m_pPhysicsControllers, pJoltController );
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delete pJoltController;
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}
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@ -211,7 +211,7 @@ private:
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std::vector< JoltPhysicsConstraint * > m_pDeadConstraints;
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std::vector< CPhysCollide * > m_pDeadObjectCollides;
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CUtlVector< IJoltPhysicsController * > m_pPhysicsControllers;
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std::vector< IJoltPhysicsController * > m_pPhysicsControllers;
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std::unordered_map< uintp, void * > m_SaveRestorePointerMap;
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