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
+2 -2
View File
@@ -140,7 +140,7 @@ void InitArmyGunTypes(void)
DebugMsg (TOPIC_JA2,DBG_LEVEL_3,"InitArmyGunTypes mark weapons as not dropped");
// set all flags that track whether this weapon type has been dropped before to FALSE
for (ubWeapon = 0; ubWeapon < MAXITEMS; ubWeapon++)
for (ubWeapon = 0; ubWeapon < MAXITEMS; ++ubWeapon)
{
DebugMsg (TOPIC_JA2,DBG_LEVEL_3,String("InitArmyGunTypes marking weapons %d", ubWeapon));
gStrategicStatus.fWeaponDroppedAlready[ubWeapon] = FALSE;
@@ -2627,7 +2627,7 @@ else
if (gGameExternalOptions.ubEnemiesItemDrop == 0)
{
// if it's a weapon (monster parts included - they won't drop due to checks elsewhere!)
if ((usItem > NONE) && (usItem < MAXITEMS )) // Madd -- this should be ok set to maxitems instead of max_Weapons
if ( (usItem > NONE) && (usItem < gMAXITEMS_READ) ) // Madd -- this should be ok set to maxitems instead of max_Weapons
{
// and we're allowed to change its flags
if(! (pp->Inv[ i ].fFlags & OBJECT_NO_OVERWRITE ))