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Improve loading speed of stash (by Moa)
- improved processing of sector stash (opening/closing) - improved loading speed of save games - improved processing of items droped by militia (most noteable after autoresolve) - and some other code related changes see: http://www.ja-galaxy-forum.com/board/ubbthreads.php/topics/325332/FIX_improve_loading_speed_of_s.html#Post325332 Notes: removed some functions, still in code so but renamed to *_OLD() because they are from Sirtech and should be kept as I have read in "§18) If possible, we don't just delete the old code, but comment it out (or #ifdef it out) for reference. We delete it only if it's really necessary." git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@6434 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -39,8 +39,6 @@ void CreateDestroyMapInventoryPoolButtons( BOOLEAN fExitFromMapScreen );
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// bail out of sector inventory mode if it is on
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void CancelSectorInventoryDisplayIfOn( BOOLEAN fExitFromMapScreen );
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INT32 GetSizeOfStashInSector( INT16 sMapX, INT16 sMapY, INT16 sMapZ, BOOLEAN fCountStacksAsOne );
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// get total number of items in sector
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INT32 GetTotalNumberOfItems( void );
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@@ -81,9 +79,10 @@ BOOLEAN SwitchToInventoryPoolQ(UINT8 newidx);
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#endif
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// Flugente: handle various cooldown functions in a sector
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void SectorInventoryCooldownFunctions( INT16 sMapX, INT16 sMapY, INT16 sMapZ );
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//void SectorInventoryCooldownFunctions( INT16 sMapX, INT16 sMapY, INT16 sMapZ );
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// Flugente: handle various cooldown functions over an array of items in a specific sector.
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// if fWithMinutes = true, adjust cooldown for time since sector was last entered
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// otherwise its used for a turn-precise cooldown
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void HandleSectorCooldownFunctions( INT16 sMapX, INT16 sMapY, INT8 sMapZ, WORLDITEM* pWorldItem, UINT32 size, BOOLEAN fWithMinutes );
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void HandleSectorCooldownFunctions( INT16 sMapX, INT16 sMapY, INT8 sMapZ, WORLDITEM* pWorldItem, UINT32 size, BOOLEAN fWithMinutes, BOOLEAN fUndo = FALSE);
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void HandleItemCooldownFunctions( OBJECTTYPE* itemStack, INT32 deltaSeconds, UINT16 naturalDirt = 100, BOOLEAN isUnderground = FALSE);
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