58 for (
G4int iMesh = 0; iMesh < nMeshes; ++iMesh) {
62 for(MeshScoreMap::const_iterator i = scoreMap.cbegin();
63 i != scoreMap.cend(); ++i) {
65 if (fRequestedMapName ==
"all" || name == fRequestedMapName) {
66 RunScore* fpCurrentHits = i->second;
67 if (fpCurrentHits) sceneHandler.
AddCompound(*fpCurrentHits);