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 -3
View File
@@ -1105,7 +1105,7 @@ void HandleAllReachAbleItemsInTheSector( INT16 sSectorX, INT16 sSectorY, INT8 bS
{
sGridNo2 = gMapInformation.sIsolatedGridNo;
for( uiCounter = gTacticalStatus.Team[ gbPlayerNum ].bFirstID; uiCounter < gTacticalStatus.Team[ gbPlayerNum ].bLastID; uiCounter++ )
for( uiCounter = gTacticalStatus.Team[ gbPlayerNum ].bFirstID; uiCounter < gTacticalStatus.Team[ gbPlayerNum ].bLastID; ++uiCounter )
{
pSoldier = MercPtrs[ uiCounter ];
if ( pSoldier && pSoldier->bActive && pSoldier->stats.bLife > 0 && pSoldier->sSectorX == sSectorX && pSoldier->sSectorY == sSectorY && pSoldier->bSectorZ == bSectorZ )
@@ -1122,12 +1122,11 @@ void HandleAllReachAbleItemsInTheSector( INT16 sSectorX, INT16 sSectorY, INT8 bS
{
sGridNo2 = NOWHERE;
}
}
GlobalItemsReachableTest( sGridNo, sGridNo2 );
for( uiCounter = 0; uiCounter < guiNumWorldItems; uiCounter++ )
for( uiCounter = 0; uiCounter < guiNumWorldItems; ++uiCounter )
{
// reset reachablity
fReachable = FALSE;