Various minor code cleanup tweaks
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@@ -105,7 +105,6 @@ Asset::LoadResult Prefab::loadAsset()
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// Allocate memory for objects
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ObjectsIds.EnsureCapacity(objectsCount * 2);
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NestedPrefabs.EnsureCapacity(objectsCount);
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ObjectsDataCache.EnsureCapacity(objectsCount * 3);
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// Find serialized object ids (actors and scripts), they are used later for IDs mapping on prefab spawning via PrefabManager
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@@ -122,7 +121,6 @@ Asset::LoadResult Prefab::loadAsset()
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}
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ObjectsIds.Add(objectId);
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ASSERT(!ObjectsDataCache.ContainsKey(objectId));
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ObjectsDataCache.Add(objectId, &objData);
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ObjectsCount++;
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