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Remove PresetMan TotalGroupRegister - we just get everything we need directly from the modules
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2 files changed

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-7
lines changed

2 files changed

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-7
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Managers/PresetMan.cpp

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@@ -13,7 +13,6 @@ namespace RTE {
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/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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void PresetMan::Clear() {
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m_TotalGroupRegister.clear();
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m_ReloadEntityPresetCalledThisUpdate = false;
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m_LastReloadedEntityPresetInfo.fill("");
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}
@@ -24,10 +23,6 @@ namespace RTE {
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RTEAssert(whichModule >= 0 && whichModule < g_ModuleMan.GetTotalModuleCount(), "Tried to access an out of bounds data module number!");
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g_ModuleMan.GetLoadedDataModules()[whichModule]->RegisterGroup(newGroup);
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m_TotalGroupRegister.emplace_back(newGroup);
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m_TotalGroupRegister.sort();
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m_TotalGroupRegister.unique();
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}
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/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////

Managers/PresetMan.h

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@@ -290,8 +290,6 @@ namespace RTE {
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private:
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std::list<std::string> m_TotalGroupRegister; //!< List of all Entity groups ever registered, all uniques. This is just a handy total of all the groups registered in all the individual DataModules.
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bool m_ReloadEntityPresetCalledThisUpdate; //!< A flag for whether or not ReloadEntityPreset was called this update.
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std::array<std::string, 3> m_LastReloadedEntityPresetInfo; //!< Array storing the last reloaded Entity preset info (ClassName, PresetName and DataModule). Used for quick reloading via key combination.
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