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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
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@@ -796,10 +796,10 @@ void SetupStoreInventory( STORE_INVENTORY *pInventoryArray, BOOLEAN fUsed )
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UINT8 ubNumBought;
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//loop through all items BR can stock to init a starting quantity on hand
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for(i = 0; i < LaptopSaveInfo.usInventoryListLength[fUsed]; i++)
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for(i = 0; i < LaptopSaveInfo.usInventoryListLength[fUsed]; ++i)
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{
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usItemIndex = pInventoryArray[ i ].usItemIndex;
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Assert(usItemIndex < MAXITEMS);
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Assert( usItemIndex < MAXITEMS );
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ubNumBought = DetermineInitialInvItems( -1, usItemIndex, StoreInventory[ usItemIndex ][ fUsed ], fUsed);
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if ( ubNumBought > 0)
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@@ -830,17 +830,14 @@ void SetupStoreInventory( STORE_INVENTORY *pInventoryArray, BOOLEAN fUsed )
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BOOLEAN DoesGunOfSameClassExistInInventory( UINT8 ubItemIndex, UINT8 ubDealerID )
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{
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UINT16 i;
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STORE_INVENTORY *pInventoryArray;
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pInventoryArray = GetPtrToStoreInventory( ubDealerID );
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if( pInventoryArray == NULL )
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return( FALSE );
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//go through all of the guns
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for(i=0; i<MAXITEMS; i++)
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for ( UINT16 i = 0; i<gMAXITEMS_READ; ++i )
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{
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//if it's the class we are looking for
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if( Weapon[ i ].ubWeaponClass == ubItemIndex )
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@@ -856,6 +853,7 @@ BOOLEAN DoesGunOfSameClassExistInInventory( UINT8 ubItemIndex, UINT8 ubDealerID
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}
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}
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}
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return(FALSE);
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}
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