mirror of
https://github.com/1dot13/source.git
synced 2026-08-12 14:10:23 +02:00
If the itemlist is huge and one uses New Inventory System, New Attachment System and a lot of MOLLE items, there is a noticable slowdown if inventory is open in tactical. I cleaned up code to ease that somewhat, but the problem will likely persist.
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@7600 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
+6
-20
@@ -620,19 +620,17 @@ void InitBobbyRayInventory()
|
||||
|
||||
BOOLEAN InitBobbyRayNewInventory()
|
||||
{
|
||||
UINT16 i;
|
||||
UINT16 usBobbyrIndex = 0;
|
||||
|
||||
|
||||
memset( LaptopSaveInfo.BobbyRayInventory, 0, sizeof(STORE_INVENTORY) * MAXITEMS);
|
||||
|
||||
// add all the NEW items he can ever sell into his possible inventory list, for now in order by item #
|
||||
for( i = 0; i < MAXITEMS; i++ )
|
||||
for( UINT16 i = 0; i < MAXITEMS; ++i )
|
||||
{
|
||||
//if Bobby Ray sells this, it can be sold, and it's allowed into this game (some depend on e.g. gun-nut option)
|
||||
// if( ( StoreInventory[ i ][ BOBBY_RAY_NEW ] != 0) && !( Item[ i ].fFlags & ITEM_NOT_BUYABLE ) && ItemIsLegal( i ) )
|
||||
LaptopSaveInfo.BobbyRayInventory[ usBobbyrIndex ].usItemIndex = i;
|
||||
usBobbyrIndex++;
|
||||
++usBobbyrIndex;
|
||||
}
|
||||
|
||||
if ( usBobbyrIndex > 1 )
|
||||
@@ -641,7 +639,6 @@ BOOLEAN InitBobbyRayNewInventory()
|
||||
qsort( LaptopSaveInfo.BobbyRayInventory, usBobbyrIndex, sizeof( STORE_INVENTORY ), BobbyRayItemQsortCompare );
|
||||
}
|
||||
|
||||
|
||||
// remember how many entries in the list are valid
|
||||
LaptopSaveInfo.usInventoryListLength[ BOBBY_RAY_NEW ] = usBobbyrIndex;
|
||||
// also mark the end of the list of valid item entries
|
||||
@@ -653,14 +650,13 @@ BOOLEAN InitBobbyRayNewInventory()
|
||||
|
||||
BOOLEAN InitBobbyRayUsedInventory()
|
||||
{
|
||||
UINT16 i;
|
||||
UINT16 usBobbyrIndex = 0;
|
||||
|
||||
|
||||
memset( LaptopSaveInfo.BobbyRayUsedInventory, 0, sizeof(STORE_INVENTORY) * MAXITEMS);
|
||||
|
||||
// add all the NEW items he can ever sell into his possible inventory list, for now in order by item #
|
||||
for( i = 0; i < MAXITEMS; i++ )
|
||||
for( UINT16 i = 0; i < MAXITEMS; ++i )
|
||||
{
|
||||
//if Bobby Ray sells this, it can be sold, and it's allowed into this game (some depend on e.g. gun-nut option)
|
||||
// if( ( StoreInventory[ i ][ BOBBY_RAY_USED ] != 0) && !( Item[ i ].fFlags & ITEM_NOT_BUYABLE ) && ItemIsLegal( i ) )
|
||||
@@ -668,7 +664,7 @@ BOOLEAN InitBobbyRayUsedInventory()
|
||||
if ( CanDealerItemBeSoldUsed( i ) )
|
||||
{
|
||||
LaptopSaveInfo.BobbyRayUsedInventory[ usBobbyrIndex ].usItemIndex = i;
|
||||
usBobbyrIndex++;
|
||||
++usBobbyrIndex;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -700,7 +696,7 @@ void DailyUpdateOfBobbyRaysNewInventory()
|
||||
SimulateBobbyRayCustomer(LaptopSaveInfo.BobbyRayInventory, BOBBY_RAY_NEW);
|
||||
|
||||
//loop through all items BR can stock to see what needs reordering
|
||||
for(i = 0; i < LaptopSaveInfo.usInventoryListLength[BOBBY_RAY_NEW]; i++)
|
||||
for(i = 0; i < LaptopSaveInfo.usInventoryListLength[BOBBY_RAY_NEW]; ++i)
|
||||
{
|
||||
// the index is NOT the item #, get that from the table
|
||||
usItemIndex = LaptopSaveInfo.BobbyRayInventory[ i ].usItemIndex;
|
||||
@@ -951,13 +947,11 @@ void SimulateBobbyRayCustomer(STORE_INVENTORY *pInventoryArray, BOOLEAN fUsed)
|
||||
|
||||
void CancelAllPendingBRPurchaseOrders(void)
|
||||
{
|
||||
INT16 i;
|
||||
|
||||
// remove all the BR-Order events off the event queue
|
||||
DeleteAllStrategicEventsOfType( EVENT_UPDATE_BOBBY_RAY_INVENTORY );
|
||||
|
||||
// zero out all the quantities on order
|
||||
for(i = 0; i < MAXITEMS; i++)
|
||||
for( UINT16 i = 0; i < MAXITEMS; ++i)
|
||||
{
|
||||
LaptopSaveInfo.BobbyRayInventory[ i ].ubQtyOnOrder = 0;
|
||||
LaptopSaveInfo.BobbyRayUsedInventory[ i ].ubQtyOnOrder = 0;
|
||||
@@ -967,11 +961,3 @@ void CancelAllPendingBRPurchaseOrders(void)
|
||||
DailyUpdateOfBobbyRaysNewInventory();
|
||||
DailyUpdateOfBobbyRaysUsedInventory();
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
Reference in New Issue
Block a user