Optimize some std::string usages.
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@@ -267,7 +267,9 @@ void Parser::Parse()
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// at the file extension (ASE, ASK, ASC)
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// *************************************************************
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if (fmt)iFileFormat = fmt;
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if ( fmt ) {
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iFileFormat = fmt;
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}
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continue;
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}
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// main scene information
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@@ -427,28 +429,25 @@ void Parser::ParseLV1SoftSkinBlock()
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// Reserve enough storage
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vert.mBoneWeights.reserve(numWeights);
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for (unsigned int w = 0; w < numWeights;++w)
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{
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std::string bone;
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std::string bone;
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for (unsigned int w = 0; w < numWeights;++w) {
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bone.clear();
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ParseString(bone,"*MESH_SOFTSKINVERTS.Bone");
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// Find the bone in the mesh's list
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std::pair<int,ai_real> me;
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me.first = -1;
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for (unsigned int n = 0; n < curMesh->mBones.size();++n)
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{
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if (curMesh->mBones[n].mName == bone)
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{
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for (unsigned int n = 0; n < curMesh->mBones.size();++n) {
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if (curMesh->mBones[n].mName == bone) {
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me.first = n;
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break;
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}
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}
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if (-1 == me.first)
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{
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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 = (int)curMesh->mBones.size();
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curMesh->mBones.push_back(ASE::Bone(bone));
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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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}
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ParseLV4MeshFloat( me.second );
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@@ -745,6 +744,7 @@ void Parser::ParseLV3MapBlock(Texture& map)
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// empty the texture won't be used later.
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// ***********************************************************
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bool parsePath = true;
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std::string temp;
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while (true)
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{
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if ('*' == *filePtr)
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@@ -753,7 +753,7 @@ void Parser::ParseLV3MapBlock(Texture& map)
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// type of map
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if (TokenMatch(filePtr,"MAP_CLASS" ,9))
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{
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std::string temp;
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temp.clear();
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if(!ParseString(temp,"*MAP_CLASS"))
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SkipToNextToken();
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if (temp != "Bitmap" && temp != "Normal Bump")
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