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

@@ -8,7 +8,7 @@ _uniq = [];
_item = objNull;
_iPosZ = _iPos select 2;
if((isNil "_iPosZ") OR {( _iPosZ < 0)}) then { _iPos = [_iPos select 0,_iPos select 1,0]; };
if((isNil "_iPosZ") || {( _iPosZ < 0)}) then { _iPos = [_iPos select 0,_iPos select 1,0]; };
if (isNil "_iClass") exitWith {diag_log "_iClass isNil, exiting loot spawn!";};
switch (_iClass) do {
@@ -17,11 +17,11 @@ switch (_iClass) do {
if (DZE_MissionLootTable) then {
{
_itemTypes set [count _itemTypes, _x select 0]
} foreach getArray (missionConfigFile >> "cfgLoot" >> _iClass);
} count getArray (missionConfigFile >> "cfgLoot" >> _iClass);
} else {
{
_itemTypes set [count _itemTypes, _x select 0]
} foreach getArray (configFile >> "cfgLoot" >> _iClass);
} count getArray (configFile >> "cfgLoot" >> _iClass);
};
_qty = 0;
_max = ceil(random 2) + 1;
@@ -101,12 +101,12 @@ switch (_iClass) do {
if (DZE_MissionLootTable) then{
{
_itemTypes set[count _itemTypes, _x select 0]
} foreach getArray(missionConfigFile >> "cfgLoot" >> _iClass);
} count getArray(missionConfigFile >> "cfgLoot" >> _iClass);
}
else {
{
_itemTypes set[count _itemTypes, _x select 0]
} foreach getArray(configFile >> "cfgLoot" >> _iClass);
} count getArray(configFile >> "cfgLoot" >> _iClass);
};
_index = dayz_CLBase find _iItem;
_weights = dayz_CLChances select _index;
@@ -139,12 +139,12 @@ switch (_iClass) do {
if (DZE_MissionLootTable) then{
{
_itemTypes set[count _itemTypes, _x select 0]
} foreach getArray(missionConfigFile >> "cfgLoot" >> _iClass);
} count getArray(missionConfigFile >> "cfgLoot" >> _iClass);
}
else {
{
_itemTypes set[count _itemTypes, _x select 0]
} foreach getArray(configFile >> "cfgLoot" >> _iClass);
} count getArray(configFile >> "cfgLoot" >> _iClass);
};
_index = dayz_CLBase find _iItem;
_weights = dayz_CLChances select _index;
@@ -158,7 +158,7 @@ switch (_iClass) do {
_iItem = ["ChainSaw","ChainSawB","ChainSawG","ChainSawP","ChainSawR"] call BIS_fnc_selectRandom;
};
//Item is a weapon, add it and a random quantity of magazines
//Item is a weapon, add it && a random quantity of magazines
_item = createVehicle ["WeaponHolder", _iPos, [], _radius, "CAN_COLLIDE"];
_item addWeaponCargoGlobal [_iItem,1];
_mags = [] + getArray (configFile >> "cfgWeapons" >> _iItem >> "magazines");
@@ -174,7 +174,7 @@ switch (_iClass) do {
};
case "weapon":
{
//Item is a weapon, add it and a random quantity of magazines
//Item is a weapon, add it && a random quantity of magazines
_item = createVehicle ["WeaponHolder", _iPos, [], _radius, "CAN_COLLIDE"];
_item addWeaponCargoGlobal [_iItem,1];
_mags = [] + getArray (configFile >> "cfgWeapons" >> _iItem >> "magazines");
@@ -194,7 +194,7 @@ switch (_iClass) do {
};
case "weaponnomags":
{
//Item is a weapon, and spawns no mags
//Item is a weapon, && spawns no mags
_item = createVehicle ["WeaponHolder", _iPos, [], _radius, "CAN_COLLIDE"];
_item addWeaponCargoGlobal [_iItem,1];
};