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
+3 -5
View File
@@ -1459,14 +1459,13 @@ int CompareItemsForSorting( UINT16 usItem1Index, UINT16 usItem2Index, UINT16 ubI
UINT8 GetDealerItemCategoryNumber( UINT16 usItemIndex )
{
UINT32 uiItemClass;
UINT32 uiItemClass;
UINT8 ubWeaponClass;
UINT8 ubCategory = 0;
uiItemClass = Item[ usItemIndex ].usItemClass;
if ( usItemIndex < MAXITEMS && IsWeapon(usItemIndex) )
if ( usItemIndex < gMAXITEMS_READ && IsWeapon( usItemIndex ) )
{
ubWeaponClass = 0;// Madd: commented out so we can sort guns by name instead ... Weapon[ usItemIndex ].ubWeaponClass;
}
@@ -1476,7 +1475,6 @@ UINT8 GetDealerItemCategoryNumber( UINT16 usItemIndex )
ubWeaponClass = 0;
}
ubCategory = 0;
// search table until end-of-list marker is encountered
@@ -1502,7 +1500,7 @@ UINT8 GetDealerItemCategoryNumber( UINT16 usItemIndex )
}
// check vs. next category in the list
ubCategory++;
++ubCategory;
}
// WANNE: commented the assert out, because we always get the assertion in debug mode!