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:
Flugente
2014-10-19 21:53:05 +00:00
parent 5dbcf2a1e8
commit 499ff2db06
24 changed files with 674 additions and 702 deletions
+5 -7
View File
@@ -796,10 +796,10 @@ void SetupStoreInventory( STORE_INVENTORY *pInventoryArray, BOOLEAN fUsed )
UINT8 ubNumBought;
//loop through all items BR can stock to init a starting quantity on hand
for(i = 0; i < LaptopSaveInfo.usInventoryListLength[fUsed]; i++)
for(i = 0; i < LaptopSaveInfo.usInventoryListLength[fUsed]; ++i)
{
usItemIndex = pInventoryArray[ i ].usItemIndex;
Assert(usItemIndex < MAXITEMS);
Assert( usItemIndex < MAXITEMS );
ubNumBought = DetermineInitialInvItems( -1, usItemIndex, StoreInventory[ usItemIndex ][ fUsed ], fUsed);
if ( ubNumBought > 0)
@@ -830,17 +830,14 @@ void SetupStoreInventory( STORE_INVENTORY *pInventoryArray, BOOLEAN fUsed )
BOOLEAN DoesGunOfSameClassExistInInventory( UINT8 ubItemIndex, UINT8 ubDealerID )
{
UINT16 i;
STORE_INVENTORY *pInventoryArray;
pInventoryArray = GetPtrToStoreInventory( ubDealerID );
if( pInventoryArray == NULL )
return( FALSE );
//go through all of the guns
for(i=0; i<MAXITEMS; i++)
for ( UINT16 i = 0; i<gMAXITEMS_READ; ++i )
{
//if it's the class we are looking for
if( Weapon[ i ].ubWeaponClass == ubItemIndex )
@@ -856,6 +853,7 @@ BOOLEAN DoesGunOfSameClassExistInInventory( UINT8 ubItemIndex, UINT8 ubDealerID
}
}
}
return(FALSE);
}