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[~] Performance optimizations around Attachment[] and Launchable[] arrays
AIMNAS with its ~50K elements in Attachment[] suffered of performance drop when MOLLE stuff is in the visible inventory. To resolve it the following is done: * Introduce gMAXATTACHMENTS_READ with actual number of elements in Attachment[]; according refactoring. * Introduce gMAXLAUNCHABLES_READ with actual number of elements in Launchable[]; according refactoring. * Introduce std::multimap AttachmentBackmap for quick access to attachments using itemId as a key. * Sort Attachment[] by attachmentIndex right after loading from XML. According order in XML is not needed anymore. * Introduce FindAttachmentRange() for quick access to attachments using attachmentId as a key (binary search in Attachment[]). In a few words, GetHelpTextForItemInLaptop(), ValidAttachment(), SetAttachmentSlotsFlag() were heavily optimized.
This commit is contained in:
+68
-87
@@ -362,6 +362,29 @@ void GetHelpTextForItemInLaptop( STR16 pzStr, UINT16 usItemNumber );
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void HandleBobbyRGunsKeyBoardInput();
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void HandleBobbyRayMouseWheel(void);
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// Appends source STR16 to target STR16 using decorators ("\n" and "...").
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// Returns TRUE if everything fits target, FALSE otherwise.
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static BOOLEAN DecorateAppendString(STR16 target, size_t targetCapacity, STR16 source, UINT32 frontDecoratorsCnt = 1)
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{
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const CHAR16 DECORATOR0[] = L"\n";
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const CHAR16 DECORATOR1[] = L"\n...";
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BOOLEAN result = FALSE;
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size_t decoratorLen = wcslen(DECORATOR0) * frontDecoratorsCnt;
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if (wcslen(target) + decoratorLen + wcslen(source) + 1 < targetCapacity)
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{
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for (UINT32 i = 0; i < frontDecoratorsCnt; i++)
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wcscat(target, DECORATOR0);
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wcscat(target, source);
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result = TRUE;
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}
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else if (wcslen(target) + wcslen(DECORATOR1) + 1 < targetCapacity)
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{
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wcscat(target, DECORATOR1);
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} // otherwise don't even touch the target
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return result;
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}
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void GameInitBobbyRGuns()
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{
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guiTempCurrentMode=0;
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@@ -4088,7 +4111,8 @@ void HandleBobbyRayMouseWheel(void)
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}
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void GetHelpTextForItemInLaptop( STR16 pzStr, UINT16 usItemNumber )
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{
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{
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const size_t ATTACHMENTS_STRBUF_SIZE = 3800;
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CHAR16 zItemName[ SIZE_ITEM_NAME ];
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UINT8 ubItemCount=0;
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@@ -4115,12 +4139,9 @@ void GetHelpTextForItemInLaptop( STR16 pzStr, UINT16 usItemNumber )
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// HEADROCK HAM 3: Variables for "Possible Attachment List"
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BOOLEAN fAttachmentsFound = FALSE;
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// Contains entire string of attachment names
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CHAR16 attachStr[3900];
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// Contains current attachment string
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CHAR16 attachStr2[100];
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CHAR16 attachStr[ATTACHMENTS_STRBUF_SIZE];
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// Contains temporary attachment list before added to string constant from text.h
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CHAR16 attachStr3[3900];
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UINT16 usAttachment;
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CHAR16 attachStr3[ATTACHMENTS_STRBUF_SIZE];
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CreateItem(usItemNumber, 100, &pObject);
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INT16 ubAttackAPs = BaseAPsToShootOrStab( APBPConstants[DEFAULT_APS], APBPConstants[DEFAULT_AIMSKILL], &pObject, NULL );
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@@ -4146,109 +4167,69 @@ void GetHelpTextForItemInLaptop( STR16 pzStr, UINT16 usItemNumber )
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else
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wcscat( apStr, L" / -" );
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// HEADROCK HAM 3: Empty these strings first, to avoid crashes. Please keep this here.
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swprintf( attachStr, L"" );
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swprintf( attachStr2, L"" );
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swprintf( attachStr3, L"" );
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attachStr[0] = 0;
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attachStr3[0] = 0;
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// HEADROCK HAM 3: Generate list of possible attachments to a gun (Guns only!)
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if (gGameExternalOptions.fBobbyRayTooltipsShowAttachments)
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{
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UINT16 iLoop = 0;
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// Check entire attachment list
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while( 1 )
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if (UsingNewAttachmentSystem())
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{
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//Madd: Common Attachment Framework
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//TODO: Note that the items in this list will be duplicated if they are present in both the CAF and the old attachment method
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//need to refactor this to work more like the NAS attachment slots method
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usAttachment = 0;
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if ( IsAttachmentPointAvailable(Item[usItemNumber].uiIndex, iLoop) )
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{
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usAttachment = iLoop;
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// If the attachment is not hidden
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if (usAttachment > 0 && !Item[ usAttachment ].hiddenaddon && !Item[ usAttachment ].hiddenattachment)
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{
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if (wcslen( attachStr3 ) + wcslen(Item[usAttachment].szItemName) > 3800)
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{
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// End list early to avoid stack overflow
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wcscat( attachStr3, L"\n..." );
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break;
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}
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else
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{// Add the attachment's name to the list.
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fAttachmentsFound = TRUE;
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swprintf( attachStr2, L"\n%s", Item[ usAttachment ].szItemName );
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wcscat( attachStr3, attachStr2);
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}
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}
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}
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// Is the weapon we're checking the same as the one we're tooltipping?
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usAttachment = 0;
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if (Attachment[iLoop][1] == Item[usItemNumber].uiIndex)
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std::pair<std::multimap<UINT16, AttachmentStruct>::iterator, std::multimap<UINT16, AttachmentStruct>::iterator> range;
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std::multimap<UINT16, AttachmentStruct>::iterator it;
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range = AttachmentBackmap.equal_range(Item[usItemNumber].uiIndex);
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for (it = range.first; it != range.second; it++)
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{
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usAttachment = Attachment[iLoop][0];
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}
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// If the attachment is not hidden
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if (usAttachment > 0 && !Item[ usAttachment ].hiddenaddon && !Item[ usAttachment ].hiddenattachment)
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{
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if (wcslen( attachStr3 ) + wcslen(Item[usAttachment].szItemName) > 3800)
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UINT16 attachmentId = it->second.attachmentIndex;
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if (!Item[attachmentId].hiddenaddon && !Item[attachmentId].hiddenattachment && ItemIsLegal(attachmentId, TRUE))
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{
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// End list early to avoid stack overflow
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wcscat( attachStr3, L"\n..." );
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break;
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}
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else
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{// Add the attachment's name to the list.
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fAttachmentsFound = TRUE;
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swprintf( attachStr2, L"\n%s", Item[ usAttachment ].szItemName );
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wcscat( attachStr3, attachStr2);
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if (DecorateAppendString(attachStr3, ATTACHMENTS_STRBUF_SIZE, Item[attachmentId].szItemName) == FALSE)
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break;
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}
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}
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iLoop++;
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if (Attachment[iLoop][0] == 0 && Item[iLoop].usItemClass == 0)
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{
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// Reached end of list
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break;
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}
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}
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else // old attachment system
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{
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for (UINT32 itemId = 1; itemId < gMAXITEMS_READ; itemId++)
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{
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// If the attachment is not hidden and attachable to the gun (usItemNumber)
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if (!Item[itemId].hiddenaddon && !Item[itemId].hiddenattachment &&
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ItemIsLegal(itemId, TRUE) && IsAttachmentPointAvailable(Item[usItemNumber].uiIndex, itemId))
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{
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fAttachmentsFound = TRUE;
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if (DecorateAppendString(attachStr3, ATTACHMENTS_STRBUF_SIZE, Item[itemId].szItemName) == FALSE)
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break;
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}
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}
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}
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if (fAttachmentsFound)
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{
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// Add extra empty line and attachment list title
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swprintf( attachStr, L"\n \n%s", gWeaponStatsDesc[ 14 ] );
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wcscat( attachStr, attachStr3 );
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DecorateAppendString(attachStr, ATTACHMENTS_STRBUF_SIZE, gWeaponStatsDesc[14], 2); // 2 new lines and "Attachments:" title
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DecorateAppendString(attachStr, ATTACHMENTS_STRBUF_SIZE, attachStr3, 0); // no new line, list of attachments (starts with new line)
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}
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}
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//Sum up default attachments.
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BOOLEAN fFoundDefault = FALSE;
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swprintf( attachStr2, L"" );
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swprintf( attachStr3, L"" );
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for(UINT8 cnt = 0; cnt < MAX_DEFAULT_ATTACHMENTS; cnt++){
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if(Item[usItemNumber].defaultattachments[cnt] != 0){
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if (wcslen( attachStr ) + wcslen(attachStr3) + wcslen(Item[ Item[usItemNumber].defaultattachments[cnt] ].szItemName) > 3800)
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{
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// End list early to avoid stack overflow
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wcscat( attachStr3, L"\n..." );
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attachStr3[0] = 0;
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for (UINT8 cnt = 0; cnt < MAX_DEFAULT_ATTACHMENTS; cnt++)
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{
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if (Item[usItemNumber].defaultattachments[cnt] != 0)
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{
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if (DecorateAppendString(attachStr3, ATTACHMENTS_STRBUF_SIZE, Item[Item[usItemNumber].defaultattachments[cnt]].szItemName) == FALSE)
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break;
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}
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fFoundDefault = TRUE;
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swprintf( attachStr2, L"\n%s", Item[ Item[usItemNumber].defaultattachments[cnt] ].szItemName );
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wcscat( attachStr3, attachStr2 );
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} else {
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//If we found an empty entry, we can assume the rest will be empty too.
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break;
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}
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else // If we found an empty entry, we can assume the rest will be empty too.
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break;
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}
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if(fFoundDefault){
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//Found at least one default attachment, write it to the attachment string.
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CHAR16 defaultStr[50];
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swprintf( defaultStr, L"\n \n%s", gWeaponStatsDesc[ 17 ] );
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wcscat( attachStr, defaultStr );
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wcscat( attachStr, attachStr3 );
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if (fFoundDefault)
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{
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DecorateAppendString(attachStr, ATTACHMENTS_STRBUF_SIZE, gWeaponStatsDesc[17], 2); // 2 new lines and "Default:" title
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DecorateAppendString(attachStr, ATTACHMENTS_STRBUF_SIZE, attachStr3, 0); // no new line, list of attachments (starts with new line)
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}
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// HEADROCK HAM 3: Added last string (attachStr), for display of the possible attachment list.
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