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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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@@ -140,7 +140,7 @@ void InitArmyGunTypes(void)
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DebugMsg (TOPIC_JA2,DBG_LEVEL_3,"InitArmyGunTypes mark weapons as not dropped");
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// set all flags that track whether this weapon type has been dropped before to FALSE
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for (ubWeapon = 0; ubWeapon < MAXITEMS; ubWeapon++)
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for (ubWeapon = 0; ubWeapon < MAXITEMS; ++ubWeapon)
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{
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DebugMsg (TOPIC_JA2,DBG_LEVEL_3,String("InitArmyGunTypes marking weapons %d", ubWeapon));
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gStrategicStatus.fWeaponDroppedAlready[ubWeapon] = FALSE;
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@@ -2627,7 +2627,7 @@ else
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if (gGameExternalOptions.ubEnemiesItemDrop == 0)
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{
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// if it's a weapon (monster parts included - they won't drop due to checks elsewhere!)
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if ((usItem > NONE) && (usItem < MAXITEMS )) // Madd -- this should be ok set to maxitems instead of max_Weapons
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if ( (usItem > NONE) && (usItem < gMAXITEMS_READ) ) // Madd -- this should be ok set to maxitems instead of max_Weapons
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{
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// and we're allowed to change its flags
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if(! (pp->Inv[ i ].fFlags & OBJECT_NO_OVERWRITE ))
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