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https://github.com/1dot13/source.git
synced 2026-07-29 13:52:17 +02:00
Merged revision(s) 6826-6828 from branches/ja2_source_official_2014:
- Minor code improvements and cleanup - Fix from r6775 is no longer necessary. - Code improvement: Instead of calling inv.size() repeatedly, just call it once and remember that value git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@6829 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
@@ -1633,7 +1633,8 @@ void HandleRenderInvSlots( SOLDIERTYPE *pSoldier, UINT8 fDirtyLevel )
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}
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else
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{
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for ( UINT32 cnt = 0; cnt < pSoldier->inv.size(); cnt++ )
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UINT32 invsize = pSoldier->inv.size();
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for ( UINT32 cnt = 0; cnt < invsize; ++cnt )
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{
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if ( fDirtyLevel == DIRTYLEVEL2 )
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{
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@@ -1717,7 +1718,8 @@ std::vector<OBJECTTYPE *> * getSoldierGuns( SOLDIERTYPE *pTeamSoldier )
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std::vector<OBJECTTYPE *> * guns = new std::vector<OBJECTTYPE *>;
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// Search for gun in soldier inventory
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for (bLoop = 0; bLoop < pTeamSoldier->inv.size(); bLoop++)
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UINT32 invsize = pTeamSoldier->inv.size();
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for (bLoop = 0; bLoop < invsize; ++bLoop)
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{
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if ( (Item[pTeamSoldier->inv[bLoop].usItem].usItemClass & IC_GUN)
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|| (Item[pTeamSoldier->inv[bLoop].usItem].usItemClass == IC_LAUNCHER) )
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@@ -2800,7 +2802,8 @@ BOOLEAN SoldierContainsAnyCompatibleStuff( SOLDIERTYPE *pSoldier, OBJECTTYPE *pT
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if( ( Item [ pTestObject->usItem ].usItemClass & IC_GUN ) )
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{
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for ( cnt = 0; cnt < pSoldier->inv.size(); cnt++ )
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UINT32 invsize = pSoldier->inv.size();
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for ( cnt = 0; cnt < invsize; ++cnt )
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{
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pObject = &(pSoldier->inv[ cnt ]);
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@@ -2813,7 +2816,8 @@ BOOLEAN SoldierContainsAnyCompatibleStuff( SOLDIERTYPE *pSoldier, OBJECTTYPE *pT
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if( ( Item [ pTestObject->usItem ].usItemClass & IC_AMMO ) )
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{
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for ( cnt = 0; cnt < pSoldier->inv.size(); cnt++ )
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UINT32 invsize = pSoldier->inv.size();
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for ( cnt = 0; cnt < invsize; ++cnt )
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{
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pObject = &(pSoldier->inv[ cnt ]);
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@@ -2898,7 +2902,8 @@ BOOLEAN HandleCompatibleAmmoUIForMapScreen( SOLDIERTYPE *pSoldier, INT32 bInvPos
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// ATE: If pTest object is NULL, test only for existence of syringes, etc...
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if ( pTestObject == NULL )
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{
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for ( cnt = 0; cnt < pSoldier->inv.size(); cnt++ )
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UINT32 invsize = pSoldier->inv.size();
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for ( cnt = 0; cnt < invsize; ++cnt )
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{
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pObject = &(pSoldier->inv[ cnt ]);
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@@ -2948,7 +2953,8 @@ BOOLEAN HandleCompatibleAmmoUIForMapScreen( SOLDIERTYPE *pSoldier, INT32 bInvPos
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if ( !(Item[ pTestObject->usItem ].hiddenaddon ) )
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{
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// First test attachments, which almost any type of item can have....
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for ( cnt = 0; cnt < pSoldier->inv.size(); cnt++ )
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UINT32 invsize = pSoldier->inv.size();
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for ( cnt = 0; cnt < invsize; ++cnt )
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{
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pObject = &(pSoldier->inv[ cnt ]);
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@@ -2990,7 +2996,8 @@ BOOLEAN HandleCompatibleAmmoUIForMapScreen( SOLDIERTYPE *pSoldier, INT32 bInvPos
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if ( ( Item [ pTestObject->usItem ].usItemClass & IC_GUN ) )
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{
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for ( cnt = 0; cnt < pSoldier->inv.size(); cnt++ )
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UINT32 invsize = pSoldier->inv.size();
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for ( cnt = 0; cnt < invsize; ++cnt )
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{
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pObject = &(pSoldier->inv[ cnt ]);
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@@ -3009,7 +3016,8 @@ BOOLEAN HandleCompatibleAmmoUIForMapScreen( SOLDIERTYPE *pSoldier, INT32 bInvPos
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}
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else if( ( Item [ pTestObject->usItem ].usItemClass & IC_AMMO ) )
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{
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for ( cnt = 0; cnt < pSoldier->inv.size(); cnt++ )
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UINT32 invsize = pSoldier->inv.size();
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for ( cnt = 0; cnt < invsize; ++cnt )
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{
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pObject = &(pSoldier->inv[ cnt ]);
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@@ -3166,7 +3174,8 @@ BOOLEAN InternalHandleCompatibleAmmoUI( SOLDIERTYPE *pSoldier, OBJECTTYPE *pTest
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// ATE: If pTest object is NULL, test only for existence of syringes, etc...
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if ( pTestObject == NULL )
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{
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for ( cnt = 0; cnt < pSoldier->inv.size(); cnt++ )
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UINT32 invsize = pSoldier->inv.size();
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for ( cnt = 0; cnt < invsize; ++cnt )
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{
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pObject = &(pSoldier->inv[ cnt ]);
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@@ -3213,7 +3222,8 @@ BOOLEAN InternalHandleCompatibleAmmoUI( SOLDIERTYPE *pSoldier, OBJECTTYPE *pTest
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}
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// First test attachments, which almost any type of item can have....
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for ( cnt = 0; cnt < pSoldier->inv.size(); cnt++ )
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UINT32 invsize = pSoldier->inv.size();
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for ( cnt = 0; cnt < invsize; ++cnt )
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{
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pObject = &(pSoldier->inv[ cnt ]);
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@@ -3253,7 +3263,8 @@ BOOLEAN InternalHandleCompatibleAmmoUI( SOLDIERTYPE *pSoldier, OBJECTTYPE *pTest
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//{
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if( ( Item [ pTestObject->usItem ].usItemClass & IC_GUN ) )
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{
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for ( cnt = 0; cnt < pSoldier->inv.size(); cnt++ )
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UINT32 invsize = pSoldier->inv.size();
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for ( cnt = 0; cnt < invsize; ++cnt )
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{
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pObject = &(pSoldier->inv[ cnt ]);
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@@ -3273,7 +3284,8 @@ BOOLEAN InternalHandleCompatibleAmmoUI( SOLDIERTYPE *pSoldier, OBJECTTYPE *pTest
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else if( ( Item [ pTestObject->usItem ].usItemClass & IC_AMMO ) )
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{
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for ( cnt = 0; cnt < pSoldier->inv.size(); cnt++ )
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UINT32 invsize = pSoldier->inv.size();
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for ( cnt = 0; cnt < invsize; ++cnt )
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{
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pObject = &(pSoldier->inv[ cnt ]);
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@@ -3438,11 +3450,11 @@ void HandleNewlyAddedItems( SOLDIERTYPE *pSoldier, BOOLEAN *fDirtyLevel )
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return;
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}
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UINT32 cnt;
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INT16 sX, sY;
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OBJECTTYPE *pObject;
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for ( cnt = 0; cnt < pSoldier->inv.size(); cnt++ )
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UINT32 invsize = pSoldier->inv.size();
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for ( UINT32 cnt = 0; cnt < invsize; ++cnt )
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{
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if ( pSoldier->inv.bNewItemCount[ cnt ] == -2 )
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{
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@@ -3468,27 +3480,25 @@ void HandleNewlyAddedItems( SOLDIERTYPE *pSoldier, BOOLEAN *fDirtyLevel )
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INVRenderItem( guiSAVEBUFFER, pSoldier, pObject, sX, sY, gSMInvData[ cnt ].sWidth, gSMInvData[ cnt ].sHeight, DIRTYLEVEL2, NULL, 0, TRUE, us16BPPItemCyclePlacedItemColors[ pSoldier->inv.bNewItemCycleCount[ cnt ] ] );
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}
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}
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}
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void CheckForAnyNewlyAddedItems( SOLDIERTYPE *pSoldier )
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{
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// OK, l0ok for any new...
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for ( UINT32 cnt = 0; cnt < pSoldier->inv.size(); cnt++ )
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UINT32 invsize = pSoldier->inv.size();
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for ( UINT32 cnt = 0; cnt < invsize; ++cnt )
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{
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if ( pSoldier->inv.bNewItemCount[ cnt ] == -1 )
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{
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pSoldier->inv.bNewItemCount[ cnt ] = NEW_ITEM_CYCLES - 1;
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}
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}
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}
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void DegradeNewlyAddedItems( )
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{
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UINT32 uiTime;
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UINT32 cnt, cnt2;
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SOLDIERTYPE *pSoldier;
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// If time done
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@@ -3498,14 +3508,15 @@ void DegradeNewlyAddedItems( )
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{
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guiNewlyPlacedItemTimer = uiTime;
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for ( cnt2 = 0; cnt2 < gGameOptions.ubSquadSize; cnt2++ )
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for ( UINT32 cnt2 = 0; cnt2 < gGameOptions.ubSquadSize; ++cnt2 )
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{
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// GET SOLDIER
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if ( gTeamPanel[ cnt2 ].fOccupied )
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{
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pSoldier = MercPtrs[ gTeamPanel[ cnt2 ].ubID ];
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for ( cnt = 0; cnt < pSoldier->inv.size(); cnt++ )
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UINT32 invsize = pSoldier->inv.size();
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for ( UINT32 cnt = 0; cnt < invsize; ++cnt )
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{
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if ( pSoldier->inv.bNewItemCount[ cnt ] > 0 )
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{
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