Replace forEach with Count

Use count where you do not need _forEachIndex variable, it's quicker
than forEach.
This commit is contained in:
icomrade
2014-05-27 15:37:57 -04:00
parent 91d246e64e
commit e54b9983dd
210 changed files with 890 additions and 890 deletions

View File

@@ -80,7 +80,7 @@ _needNear = getArray (configFile >> "CfgMagazines" >> _item >> "ItemActions" >>
};
};
};
} forEach _needNear;
} count _needNear;
if(_abort) exitWith {
@@ -132,24 +132,24 @@ _findNearestPole = [];
if (alive _x) then {
_findNearestPole set [(count _findNearestPole),_x];
};
} foreach _findNearestPoles;
} count _findNearestPoles;
_IsNearPlot = count (_findNearestPole);
// If item is plot pole and another one exists within 45m
if(_isPole and _IsNearPlot > 0) exitWith { DZE_ActionInProgress = false; cutText [(localize "str_epoch_player_44") , "PLAIN DOWN"]; };
// If item is plot pole && another one exists within 45m
if(_isPole && _IsNearPlot > 0) exitWith { DZE_ActionInProgress = false; cutText [(localize "str_epoch_player_44") , "PLAIN DOWN"]; };
if(_IsNearPlot == 0) then {
// Allow building of plot
if(_requireplot == 0 or _isLandFireDZ) then {
if(_requireplot == 0 || _isLandFireDZ) then {
_canBuildOnPlot = true;
};
} else {
// Since there are plots nearby we check for ownership and then for friend status
// Since there are plots nearby we check for ownership && then for friend status
// check nearby plots ownership and then for friend status
// check nearby plots ownership && then for friend status
_nearestPole = _findNearestPole select 0;
// Find owner
@@ -184,7 +184,7 @@ _hasrequireditem = true;
{
_hastoolweapon = _x in weapons player;
if(!_hastoolweapon) exitWith { _hasrequireditem = false; _missing = getText (configFile >> "cfgWeapons" >> _x >> "displayName"); }
} forEach _require;
} count _require;
_hasbuilditem = _this in magazines player;
if (!_hasbuilditem) exitWith {DZE_ActionInProgress = false; cutText [format[(localize "str_player_31"),_text,"build"] , "PLAIN DOWN"]; };
@@ -301,7 +301,7 @@ if (_hasrequireditem) then {
_object setDir (getDir _object);
if((_isAllowedUnderGround == 0) and ((_position select 2) < 0)) then {
if((_isAllowedUnderGround == 0) && ((_position select 2) < 0)) then {
_position set [2,0];
};
@@ -337,7 +337,7 @@ if (_hasrequireditem) then {
if(abs(_objHDiff) > 5) exitWith {
_isOk = false;
_cancel = true;
_reason = "Cannot move up or down more than 5 meters";
_reason = "Cannot move up || down more than 5 meters";
detach _object;
deleteVehicle _object;
};
@@ -379,7 +379,7 @@ if (_hasrequireditem) then {
// Get position based on object
_location = _position;
if((_isAllowedUnderGround == 0) and ((_location select 2) < 0)) then {
if((_isAllowedUnderGround == 0) && ((_location select 2) < 0)) then {
_location set [2,0];
};
@@ -424,11 +424,11 @@ if (_hasrequireditem) then {
if (_isMedic) then {
_started = true;
};
if (_started and !_isMedic) then {
if (_started && !_isMedic) then {
r_doLoop = false;
_finished = true;
};
if (r_interrupt or (player getVariable["combattimeout", 0] >= time)) then {
if (r_interrupt || (player getVariable["combattimeout", 0] >= time)) then {
r_doLoop = false;
};
if (DZE_cancelBuilding) exitWith {