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Use range iterators for RBSet in most cases
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@@ -875,8 +875,8 @@ Error ColladaImport::_create_mesh_surfaces(bool p_optimize, Ref<ImporterMesh> &p
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Vector<Collada::Vertex> vertex_array; //there we go, vertex array
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vertex_array.resize(vertex_set.size());
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for (RBSet<Collada::Vertex>::Element *F = vertex_set.front(); F; F = F->next()) {
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vertex_array.write[F->get().idx] = F->get();
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for (Collada::Vertex &F : vertex_set) {
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vertex_array.write[F.idx] = F;
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}
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if (has_weights) {
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@@ -1507,14 +1507,14 @@ void ColladaImport::create_animation(int p_clip, bool p_import_value_tracks) {
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bool tracks_found = false;
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for (RBSet<String>::Element *E = valid_animated_nodes.front(); E; E = E->next()) {
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for (const String &E : valid_animated_nodes) {
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// take snapshots
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if (!collada.state.scene_map.has(E->get())) {
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if (!collada.state.scene_map.has(E)) {
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continue;
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}
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NodeMap &nm = node_map[E->get()];
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NodeMap &nm = node_map[E];
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String path = scene->get_path_to(nm.node);
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if (nm.bone >= 0) {
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@@ -1525,7 +1525,7 @@ void ColladaImport::create_animation(int p_clip, bool p_import_value_tracks) {
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bool found_anim = false;
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Collada::Node *cn = collada.state.scene_map[E->get()];
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Collada::Node *cn = collada.state.scene_map[E];
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if (cn->ignore_anim) {
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continue;
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}
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@@ -1665,7 +1665,7 @@ void ColladaImport::create_animation(int p_clip, bool p_import_value_tracks) {
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if (nm.bone >= 0) {
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if (found_anim) {
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bones_with_animation[E->get()] = true;
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bones_with_animation[E] = true;
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}
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}
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