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Use insert with initializer-list instead of reserving space
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@ -101,62 +101,58 @@ void CGameClient::OnConsoleInit()
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m_NamePlates.SetPlayers(&m_Players);
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// make a list of all the systems, make sure to add them in the correct render order
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m_vpAll.reserve(40);
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m_vpAll.push_back(&m_Skins);
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m_vpAll.push_back(&m_CountryFlags);
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m_vpAll.push_back(&m_MapImages);
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m_vpAll.push_back(&m_Effects); // doesn't render anything, just updates effects
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m_vpAll.push_back(&m_Binds);
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m_vpAll.push_back(&m_Binds.m_SpecialBinds);
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m_vpAll.push_back(&m_Controls);
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m_vpAll.push_back(&m_Camera);
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m_vpAll.push_back(&m_Sounds);
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m_vpAll.push_back(&m_Voting);
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m_vpAll.push_back(&m_Particles); // doesn't render anything, just updates all the particles
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m_vpAll.push_back(&m_RaceDemo);
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m_vpAll.push_back(&m_MapSounds);
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m_vpAll.push_back(&m_BackGround); //render instead of m_MapLayersBackGround when g_Config.m_ClOverlayEntities == 100
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m_vpAll.push_back(&m_MapLayersBackGround); // first to render
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m_vpAll.push_back(&m_Particles.m_RenderTrail);
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m_vpAll.push_back(&m_Items);
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m_vpAll.push_back(&m_Players);
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m_vpAll.push_back(&m_Ghost);
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m_vpAll.push_back(&m_MapLayersForeGround);
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m_vpAll.push_back(&m_Particles.m_RenderExplosions);
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m_vpAll.push_back(&m_NamePlates);
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m_vpAll.push_back(&m_Particles.m_RenderGeneral);
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m_vpAll.push_back(&m_FreezeBars);
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m_vpAll.push_back(&m_DamageInd);
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m_vpAll.push_back(&m_Hud);
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m_vpAll.push_back(&m_Spectator);
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m_vpAll.push_back(&m_Emoticon);
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m_vpAll.push_back(&m_KillMessages);
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m_vpAll.push_back(&m_Chat);
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m_vpAll.push_back(&m_Broadcast);
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m_vpAll.push_back(&m_DebugHud);
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m_vpAll.push_back(&m_Scoreboard);
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m_vpAll.push_back(&m_Statboard);
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m_vpAll.push_back(&m_Motd);
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m_vpAll.push_back(&m_Menus);
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m_vpAll.push_back(&m_Tooltips);
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m_vpAll.push_back(&CMenus::m_Binder);
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m_vpAll.push_back(&m_GameConsole);
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m_vpAll.push_back(&m_MenuBackground);
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m_vpAll.insert(m_vpInput.end(), {&m_Skins,
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&m_CountryFlags,
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&m_MapImages,
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&m_Effects, // doesn't render anything, just updates effects
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&m_Binds,
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&m_Binds.m_SpecialBinds,
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&m_Controls,
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&m_Camera,
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&m_Sounds,
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&m_Voting,
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&m_Particles, // doesn't render anything, just updates all the particles
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&m_RaceDemo,
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&m_MapSounds,
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&m_BackGround, // render instead of m_MapLayersBackGround when g_Config.m_ClOverlayEntities == 100
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&m_MapLayersBackGround, // first to render
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&m_Particles.m_RenderTrail,
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&m_Items,
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&m_Players,
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&m_Ghost,
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&m_MapLayersForeGround,
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&m_Particles.m_RenderExplosions,
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&m_NamePlates,
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&m_Particles.m_RenderGeneral,
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&m_FreezeBars,
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&m_DamageInd,
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&m_Hud,
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&m_Spectator,
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&m_Emoticon,
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&m_KillMessages,
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&m_Chat,
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&m_Broadcast,
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&m_DebugHud,
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&m_Scoreboard,
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&m_Statboard,
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&m_Motd,
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&m_Menus,
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&m_Tooltips,
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&CMenus::m_Binder,
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&m_GameConsole,
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&m_MenuBackground});
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// build the input stack
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m_vpInput.reserve(10);
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m_vpInput.push_back(&CMenus::m_Binder); // this will take over all input when we want to bind a key
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m_vpInput.push_back(&m_Binds.m_SpecialBinds);
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m_vpInput.push_back(&m_GameConsole);
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m_vpInput.push_back(&m_Chat); // chat has higher prio due to tha you can quit it by pressing esc
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m_vpInput.push_back(&m_Motd); // for pressing esc to remove it
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m_vpInput.push_back(&m_Menus);
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m_vpInput.push_back(&m_Spectator);
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m_vpInput.push_back(&m_Emoticon);
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m_vpInput.push_back(&m_Controls);
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m_vpInput.push_back(&m_Binds);
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m_vpInput.insert(m_vpInput.end(), {&CMenus::m_Binder, // this will take over all input when we want to bind a key
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&m_Binds.m_SpecialBinds,
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&m_GameConsole,
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&m_Chat, // chat has higher prio due to tha you can quit it by pressing esc
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&m_Motd, // for pressing esc to remove it
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&m_Menus,
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&m_Spectator,
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&m_Emoticon,
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&m_Controls,
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&m_Binds});
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// add the some console commands
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Console()->Register("team", "i[team-id]", CFGFLAG_CLIENT, ConTeam, this, "Switch team");
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