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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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+19
-59
@@ -305,41 +305,35 @@ extern FLOAT Distance2D( FLOAT dDeltaX, FLOAT dDeltaY );
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// Flugente: toggle display of enemy role indicators
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BOOLEAN gDisplayEnemyRoles = TRUE;
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#define SCSTI ".STI"
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#define SCSTI_IMP "_IMP.STI"
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BOOLEAN InitializeFaceGearGraphics()
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{
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VOBJECT_DESC VObjectDesc;
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char fileName[500];
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for(UINT32 iCounter2 = 1; iCounter2 < MAXITEMS; iCounter2++ )
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{
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VObjectDesc.fCreateFlags = VSURFACE_CREATE_FROMFILE;
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#define SCSTI ".STI"
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for ( UINT32 iCounter2 = 1; iCounter2 < gMAXITEMS_READ; ++iCounter2 )
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{
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if ( zNewFaceGear[iCounter2].Type > 0 )
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{
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strcpy(fileName, zNewFaceGear[iCounter2].szFile);
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strcat(fileName, SCSTI);
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strcpy(VObjectDesc.ImageFile, fileName);
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CHECKF(AddVideoObject(&VObjectDesc,&zNewFaceGear[iCounter2].uiIndex));
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{
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VObjectDesc.fCreateFlags = VSURFACE_CREATE_FROMFILE;
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strcpy(fileName, zNewFaceGear[iCounter2].szFile);
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strcat(fileName, SCSTI);
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strcpy(VObjectDesc.ImageFile, fileName);
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CHECKF(AddVideoObject(&VObjectDesc,&zNewFaceGear[iCounter2].uiIndex));
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}
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}
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}
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for(UINT32 iCounter2 = 1; iCounter2 < MAXITEMS; iCounter2++ )
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{
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VObjectDesc.fCreateFlags = VSURFACE_CREATE_FROMFILE;
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#define SCSTI_IMP "_IMP.STI"
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if ( zNewFaceGear[iCounter2].Type > 0 )
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{
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//IMP
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strcpy(fileName, zNewFaceGear[iCounter2].szFile);
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strcat(fileName, SCSTI_IMP);
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strcpy(VObjectDesc.ImageFile, fileName);
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CHECKF(AddVideoObject(&VObjectDesc,&zNewFaceGearIMP[iCounter2].uiIndex));
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{
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VObjectDesc.fCreateFlags = VSURFACE_CREATE_FROMFILE;
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strcpy( fileName, zNewFaceGear[iCounter2].szFile );
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strcat( fileName, SCSTI_IMP );
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strcpy( VObjectDesc.ImageFile, fileName );
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CHECKF( AddVideoObject( &VObjectDesc, &zNewFaceGearIMP[iCounter2].uiIndex ) );
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}
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}
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}
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@@ -562,40 +556,6 @@ BOOLEAN InitializeTacticalInterface( )
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InitializeFaceGearGraphics();
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/*
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for( iCounter2 = 1; iCounter2 < MAXITEMS; iCounter2++ )
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{
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VObjectDesc.fCreateFlags = VSURFACE_CREATE_FROMFILE;
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#define SCSTI ".STI"
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if ( zNewFaceGear[iCounter2].Type > 0 )
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{
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strcpy(fileName, zNewFaceGear[iCounter2].szFile);
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strcat(fileName, SCSTI);
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strcpy(VObjectDesc.ImageFile, fileName);
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CHECKF(AddVideoObject(&VObjectDesc,&zNewFaceGear[iCounter2].uiIndex));
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}
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}
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for( iCounter2 = 1; iCounter2 < MAXITEMS; iCounter2++ )
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{
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VObjectDesc.fCreateFlags = VSURFACE_CREATE_FROMFILE;
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#define SCSTI_IMP "_IMP.STI"
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if ( zNewFaceGear[iCounter2].Type > 0 )
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{
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//IMP
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strcpy(fileName, zNewFaceGear[iCounter2].szFile);
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strcat(fileName, SCSTI_IMP);
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strcpy(VObjectDesc.ImageFile, fileName);
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CHECKF(AddVideoObject(&VObjectDesc,&zNewFaceGearIMP[iCounter2].uiIndex));
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}
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}
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*/
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// LOAD RADIO
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VObjectDesc.fCreateFlags = VOBJECT_CREATE_FROMFILE;
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FilenameForBPP("INTERFACE\\radio.sti", VObjectDesc.ImageFile);
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