Use aznew where appropriate for EMotionFX Command subclasses (#4912)
Signed-off-by: Chris Burel <burelc@amazon.com>
This commit is contained in:
@@ -60,7 +60,7 @@ namespace CommandSystem
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const char* GetDescription() const override;
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MCore::Command* Create() override
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{
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return new CommandAnimGraphAdjustNodeGroup(this);
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return aznew CommandAnimGraphAdjustNodeGroup(this);
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}
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static AZStd::vector<AZStd::string> GenerateNodeNameVector(EMotionFX::AnimGraph* animGraph, const AZStd::vector<EMotionFX::AnimGraphNodeId>& nodeIDs);
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@@ -104,7 +104,7 @@ namespace CommandSystem
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RegisterCommand(new CommandMotionSetAdjustMotion());
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// register node group commands
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RegisterCommand(new CommandAdjustNodeGroup());
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RegisterCommand(aznew CommandAdjustNodeGroup());
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RegisterCommand(new CommandAddNodeGroup());
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RegisterCommand(new CommandRemoveNodeGroup());
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@@ -134,7 +134,7 @@ namespace CommandSystem
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RegisterCommand(aznew CommandAdjustTransitionCondition());
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RegisterCommand(new CommandAnimGraphAddNodeGroup());
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RegisterCommand(new CommandAnimGraphRemoveNodeGroup());
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RegisterCommand(new CommandAnimGraphAdjustNodeGroup());
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RegisterCommand(aznew CommandAnimGraphAdjustNodeGroup());
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RegisterCommand(new CommandAnimGraphAddGroupParameter());
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RegisterCommand(new CommandAnimGraphRemoveGroupParameter());
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RegisterCommand(new CommandAnimGraphAdjustGroupParameter());
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@@ -63,7 +63,7 @@ namespace CommandSystem
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const char* GetDescription() const override;
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MCore::Command* Create() override
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{
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return new CommandAdjustNodeGroup(this);
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return aznew CommandAdjustNodeGroup(this);
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}
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private:
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