Apply modernize-use-emplace clang-tidy rule
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@@ -264,7 +264,7 @@ void Parser::Parse() {
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if (TokenMatch(filePtr, "GEOMOBJECT", 10))
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{
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m_vMeshes.push_back(Mesh("UNNAMED"));
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m_vMeshes.emplace_back("UNNAMED");
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ParseLV1ObjectBlock(m_vMeshes.back());
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continue;
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}
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@@ -272,7 +272,7 @@ void Parser::Parse() {
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if (TokenMatch(filePtr, "HELPEROBJECT", 12))
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{
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m_vDummies.push_back(Dummy());
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m_vDummies.emplace_back();
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ParseLV1ObjectBlock(m_vDummies.back());
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continue;
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}
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@@ -280,13 +280,13 @@ void Parser::Parse() {
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if (TokenMatch(filePtr, "LIGHTOBJECT", 11))
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{
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m_vLights.push_back(Light("UNNAMED"));
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m_vLights.emplace_back("UNNAMED");
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ParseLV1ObjectBlock(m_vLights.back());
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continue;
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}
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// camera object
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if (TokenMatch(filePtr, "CAMERAOBJECT", 12)) {
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m_vCameras.push_back(Camera("UNNAMED"));
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m_vCameras.emplace_back("UNNAMED");
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ParseLV1ObjectBlock(m_vCameras.back());
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continue;
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}
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@@ -385,7 +385,7 @@ void Parser::ParseLV1SoftSkinBlock() {
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unsigned int numWeights;
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ParseLV4MeshLong(numWeights);
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curMesh->mBoneVertices.push_back(ASE::BoneVertex());
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curMesh->mBoneVertices.emplace_back();
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ASE::BoneVertex &vert = curMesh->mBoneVertices.back();
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// Reserve enough storage
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@@ -409,7 +409,7 @@ void Parser::ParseLV1SoftSkinBlock() {
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if (-1 == me.first) {
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// We don't have this bone yet, so add it to the list
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me.first = static_cast<int>(curMesh->mBones.size());
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curMesh->mBones.push_back(ASE::Bone(bone));
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curMesh->mBones.emplace_back(bone);
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}
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ParseLV4MeshFloat(me.second);
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@@ -1011,7 +1011,7 @@ void Parser::ParseLV3ScaleAnimationBlock(ASE::Animation &anim) {
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anim.mScalingType = ASE::Animation::TCB;
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}
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if (b) {
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anim.akeyScaling.push_back(aiVectorKey());
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anim.akeyScaling.emplace_back();
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aiVectorKey &key = anim.akeyScaling.back();
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ParseLV4MeshFloatTriple(&key.mValue.x, iIndex);
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key.mTime = (double)iIndex;
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@@ -1050,7 +1050,7 @@ void Parser::ParseLV3PosAnimationBlock(ASE::Animation &anim) {
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anim.mPositionType = ASE::Animation::TCB;
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}
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if (b) {
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anim.akeyPositions.push_back(aiVectorKey());
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anim.akeyPositions.emplace_back();
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aiVectorKey &key = anim.akeyPositions.back();
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ParseLV4MeshFloatTriple(&key.mValue.x, iIndex);
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key.mTime = (double)iIndex;
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@@ -1089,7 +1089,7 @@ void Parser::ParseLV3RotAnimationBlock(ASE::Animation &anim) {
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anim.mRotationType = ASE::Animation::TCB;
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}
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if (b) {
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anim.akeyRotations.push_back(aiQuatKey());
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anim.akeyRotations.emplace_back();
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aiQuatKey &key = anim.akeyRotations.back();
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aiVector3D v;
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ai_real f;
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