mirror of
https://github.com/EpochModTeam/DayZ-Epoch.git
synced 2025-12-14 04:02:37 +03:00
Replace forEach with Count
Use count where you do not need _forEachIndex variable, it's quicker than forEach.
This commit is contained in:
@@ -8,7 +8,7 @@ _uniq = [];
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_item = objNull;
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_iPosZ = _iPos select 2;
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if((isNil "_iPosZ") OR {( _iPosZ < 0)}) then { _iPos = [_iPos select 0,_iPos select 1,0]; };
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if((isNil "_iPosZ") || {( _iPosZ < 0)}) then { _iPos = [_iPos select 0,_iPos select 1,0]; };
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if (isNil "_iClass") exitWith {diag_log "_iClass isNil, exiting loot spawn!";};
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switch (_iClass) do {
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@@ -17,11 +17,11 @@ switch (_iClass) do {
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if (DZE_MissionLootTable) then {
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{
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_itemTypes set [count _itemTypes, _x select 0]
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} foreach getArray (missionConfigFile >> "cfgLoot" >> _iClass);
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} count getArray (missionConfigFile >> "cfgLoot" >> _iClass);
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} else {
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{
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_itemTypes set [count _itemTypes, _x select 0]
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} foreach getArray (configFile >> "cfgLoot" >> _iClass);
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} count getArray (configFile >> "cfgLoot" >> _iClass);
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};
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_qty = 0;
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_max = ceil(random 2) + 1;
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@@ -101,12 +101,12 @@ switch (_iClass) do {
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if (DZE_MissionLootTable) then{
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{
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_itemTypes set[count _itemTypes, _x select 0]
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} foreach getArray(missionConfigFile >> "cfgLoot" >> _iClass);
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} count getArray(missionConfigFile >> "cfgLoot" >> _iClass);
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}
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else {
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{
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_itemTypes set[count _itemTypes, _x select 0]
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} foreach getArray(configFile >> "cfgLoot" >> _iClass);
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} count getArray(configFile >> "cfgLoot" >> _iClass);
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};
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_index = dayz_CLBase find _iItem;
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_weights = dayz_CLChances select _index;
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@@ -139,12 +139,12 @@ switch (_iClass) do {
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if (DZE_MissionLootTable) then{
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{
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_itemTypes set[count _itemTypes, _x select 0]
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} foreach getArray(missionConfigFile >> "cfgLoot" >> _iClass);
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} count getArray(missionConfigFile >> "cfgLoot" >> _iClass);
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}
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else {
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{
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_itemTypes set[count _itemTypes, _x select 0]
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} foreach getArray(configFile >> "cfgLoot" >> _iClass);
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} count getArray(configFile >> "cfgLoot" >> _iClass);
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};
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_index = dayz_CLBase find _iItem;
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_weights = dayz_CLChances select _index;
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@@ -158,7 +158,7 @@ switch (_iClass) do {
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_iItem = ["ChainSaw","ChainSawB","ChainSawG","ChainSawP","ChainSawR"] call BIS_fnc_selectRandom;
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};
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//Item is a weapon, add it and a random quantity of magazines
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//Item is a weapon, add it && a random quantity of magazines
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_item = createVehicle ["WeaponHolder", _iPos, [], _radius, "CAN_COLLIDE"];
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_item addWeaponCargoGlobal [_iItem,1];
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_mags = [] + getArray (configFile >> "cfgWeapons" >> _iItem >> "magazines");
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@@ -174,7 +174,7 @@ switch (_iClass) do {
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};
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case "weapon":
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{
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//Item is a weapon, add it and a random quantity of magazines
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//Item is a weapon, add it && a random quantity of magazines
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_item = createVehicle ["WeaponHolder", _iPos, [], _radius, "CAN_COLLIDE"];
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_item addWeaponCargoGlobal [_iItem,1];
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_mags = [] + getArray (configFile >> "cfgWeapons" >> _iItem >> "magazines");
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@@ -194,7 +194,7 @@ switch (_iClass) do {
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};
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case "weaponnomags":
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{
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//Item is a weapon, and spawns no mags
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//Item is a weapon, && spawns no mags
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_item = createVehicle ["WeaponHolder", _iPos, [], _radius, "CAN_COLLIDE"];
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_item addWeaponCargoGlobal [_iItem,1];
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};
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