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

@@ -21,7 +21,7 @@ if (!isDedicated) then {
building_spawnLoot = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\building_spawnLoot.sqf";
building_spawnZombies = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\building_spawnZombies.sqf";
dayz_spaceInterrupt = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\dayz_spaceInterrupt.sqf";
player_fired = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_fired.sqf"; //Runs when player fires. Alerts nearby Zeds depending on calibre and audial rating
player_fired = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_fired.sqf"; //Runs when player fires. Alerts nearby Zeds depending on calibre && audial rating
player_harvest = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_harvest.sqf";
player_packTent = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_packTent.sqf";
player_packVault = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_packVault.sqf";
@@ -127,10 +127,10 @@ if (!isDedicated) then {
player_hasTools = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_hasTools.sqf";
player_checkItems = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_checkItems.sqf";
player_removeItems = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_removeItems.sqf";
//Trader ["Trader City Name",false,"enter"] - Trader City Name | Show Message | "enter" or "leave"
//Trader ["Trader City Name",false,"enter"] - Trader City Name | Show Message | "enter" || "leave"
player_traderCity = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_traderCity.sqf";
// combination of check and remove items
// combination of check && remove items
player_checkAndRemoveItems = {
private ["_items","_b"];
_items = _this;
@@ -155,7 +155,7 @@ if (!isDedicated) then {
if isNumber (_worth) then {
_total_currency = _total_currency + getNumber(_worth);
};
} forEach (magazines player);
} count (magazines player);
_total_currency
};
@@ -169,7 +169,7 @@ if (!isDedicated) then {
_trade_total = _trade_total + (getNumber(_part_inWorth) * (_x select 1));
};
};
} forEach _this;
} count _this;
//diag_log format["DEBUG TRADER ITEMCOST: %1", _this];
_trade_total
@@ -201,7 +201,7 @@ if (!isDedicated) then {
_ctrlBleed = _display displayCtrl 1303;
_ctrlBleed ctrlShow false;
};
if (!r_fracture_legs and !r_fracture_arms) then {
if (!r_fracture_legs && !r_fracture_arms) then {
_ctrlFracture = _display displayCtrl 1203;
_ctrlFracture ctrlShow false;
};
@@ -229,7 +229,7 @@ if (!isDedicated) then {
_tPos set [2,(_tPos select 2)+1];
_zPos set [2,(_zPos select 2)+1];
if ((count _tPos > 0) and (count _zPos > 0)) then {
if ((count _tPos > 0) && (count _zPos > 0)) then {
_cantSee = terrainIntersectASL [_tPos, _zPos];
if (!_cantSee) then {
_cantSee = lineIntersects [_tPos, _zPos, _agent, vehicle _target];
@@ -249,7 +249,7 @@ if (!isDedicated) then {
_success = true;
{
if (_x > 0) then {_success = false};
} forEach _diff;
} count _diff;
hint format["Config: %5\nEmpty: %1\nNeeded: %2\nDiff: %3\nSuccess: %4",_empty,_needed,_diff,_success,_config];
_success
};
@@ -259,7 +259,7 @@ if (!isDedicated) then {
_counter = 0;
{
_counter = _counter + _x;
} forEach _this;
} count _this;
_counter
};
@@ -378,7 +378,7 @@ if (!isDedicated) then {
{
if (58 == _objInfo select _i) exitWith {};
_i = _i + 1;
} forEach _objInfo;
} count _objInfo;
_i = _i + 2; // skip the ": " part
for "_k" from _i to _lenInfo do {
_objName set [(count _objName), (_objInfo select _k)];
@@ -398,7 +398,7 @@ if (!isDedicated) then {
_playerDistance = player distance _this;
{
if (_playerDistance > (_x distance _this)) exitWith { _notClosest = true; };
} forEach _nearPlayers;
} count _nearPlayers;
};
} else {
_notClosest = false;
@@ -493,9 +493,9 @@ if (!isDedicated) then {
object_setFixServer = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\object_setFixServer.sqf"; //process the hit as a NORMAL damage (useful for persistent vehicles)
object_getHit = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\object_getHit.sqf"; //gets the hit value for a HitPoint (i.e. HitLegs) against the selection (i.e. "legs"), returns the value
object_setHit = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\object_setHit.sqf"; //process the hit as a NORMAL damage (useful for persistent vehicles)
object_processHit = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\object_processHit.sqf"; //process the hit in the REVO damage system (records and sets hit)
object_processHit = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\object_processHit.sqf"; //process the hit in the REVO damage system (records && sets hit)
object_delLocal = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\object_delLocal.sqf";
// object_cargoCheck = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\object_cargoCheck.sqf"; //Run by the player or server to monitor changes in cargo contents
// object_cargoCheck = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\object_cargoCheck.sqf"; //Run by the player || server to monitor changes in cargo contents
fnc_usec_damageHandler = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_damageHandler.sqf"; //Event handler run on damage
fnc_veh_ResetEH = compile preprocessFileLineNumbers "\z\addons\dayz_code\init\veh_ResetEH.sqf"; //Initialize vehicle
// Vehicle damage fix
@@ -508,12 +508,12 @@ if (!isDedicated) then {
fnc_isInsideBuilding3 = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_isInsideBuilding3.sqf"; //_isInside = [_unit,_building] call fnc_isInsideBuilding3;
dayz_zombieSpeak = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\object_speak.sqf"; //Used to generate random speech for a unit
vehicle_getHitpoints = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\vehicle_getHitpoints.sqf";
local_gutObject = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\local_gutObject.sqf"; //Generated on the server (or local to unit) when gutting an object
local_gutObject = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\local_gutObject.sqf"; //Generated on the server (|| local to unit) when gutting an object
local_lockUnlock = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\local_lockUnlock.sqf"; //When vehicle is local to unit perform locking vehicle
local_gutObjectZ = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\local_gutObjectZ.sqf"; //Generated on the server (or local to unit) when gutting an object
local_gutObjectZ = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\local_gutObjectZ.sqf"; //Generated on the server (|| local to unit) when gutting an object
local_zombieDamage = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_damageHandlerZ.sqf"; //Generated by the client who created a zombie to track damage
local_eventKill = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\local_eventKill.sqf"; //Generated when something is killed
//player_weaponCheck = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_weaponCheck.sqf"; //Run by the player or server to monitor whether they have picked up a new weapon
//player_weaponCheck = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_weaponCheck.sqf"; //Run by the player || server to monitor whether they have picked up a new weapon
curTimeStr = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_curTimeStr.sqf";
player_medBandage = compile preprocessFileLineNumbers "\z\addons\dayz_code\medical\publicEH\medBandaged.sqf";
player_medInject = compile preprocessFileLineNumbers "\z\addons\dayz_code\medical\publicEH\medInject.sqf";
@@ -522,7 +522,7 @@ if (!isDedicated) then {
player_medMorphine = compile preprocessFileLineNumbers "\z\addons\dayz_code\medical\publicEH\medMorphine.sqf";
player_breaklegs = compile preprocessFileLineNumbers "\z\addons\dayz_code\medical\publicEH\medBreakLegs.sqf";
player_medPainkiller = compile preprocessFileLineNumbers "\z\addons\dayz_code\medical\publicEH\medPainkiller.sqf";
world_isDay = {if ((daytime < (24 - dayz_sunRise)) and (daytime > dayz_sunRise)) then {true} else {false}};
world_isDay = {if ((daytime < (24 - dayz_sunRise)) && (daytime > dayz_sunRise)) then {true} else {false}};
player_humanityChange = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_humanityChange.sqf";
spawn_loot = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\spawn_loot.sqf";
spawn_loot_small = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\spawn_loot_small.sqf";
@@ -579,7 +579,7 @@ if (!isDedicated) then {
_space = floor((_slotsEmpty select _c) / _x);
};
_c = _c + 1;
} forEach _slotsItem;
} count _slotsItem;
_space
};
@@ -590,7 +590,7 @@ if (!isDedicated) then {
_inVehicle = (_vehicle != player);
if(_inVehicle) then {
_noDriver = ((_vehicle emptyPositions "driver") > 0);
if (_noDriver and (speed _vehicle) != 0) then {
if (_noDriver && (speed _vehicle) != 0) then {
player action [ "eject", _vehicle];
};
};
@@ -605,7 +605,7 @@ if (!isDedicated) then {
if (_character getVariable[_x,false]) then {
_wounds set [count _wounds,_x];
};
} forEach USEC_typeOfWounds;
} count USEC_typeOfWounds;
};
_legs = _character getVariable ["hit_legs",0];
_arms = _character getVariable ["hit_arms",0];

View File

@@ -24,18 +24,18 @@ actionMonitor = {
if (alive _holder) then {
_distance = player distance _holder;
// Add action to player
if ((_distance < 1.75) and (_action == -1)) then {
if ((_distance < 1.75) && (_action == -1)) then {
_action = player addAction [format[(localize "STR_DAYZ_CODE_1"),_name], "\z\addons\dayz_code\actions\object_pickup.sqf",[_type,_classname,_holder], 20, true, true];
player reveal _holder;
_timeout = 0.3;
};
// Remove action from player
if ((_distance >= 1.75) and (_action != -1)) then {
if ((_distance >= 1.75) && (_action != -1)) then {
player removeAction _action;
_action = -1;
_timeout = 2;
};
// Stop the loop and fall back to old code
// Stop the loop && fall back to old code
if (_distance > 100) then {
_null = _holder addAction [format[(localize "STR_DAYZ_CODE_1"),_name], "\z\addons\dayz_code\actions\object_pickup.sqf",[_type,_classname,_holder], 20, true, true];
player reveal _holder;

View File

@@ -57,7 +57,7 @@ if (isServer) then {
"PVDZE_plr_LoginRecord" addPublicVariableEventHandler {_id = (_this select 1) spawn dayz_recordLogin};
//Checking
"PVDZE_obj_Delete" addPublicVariableEventHandler {(_this select 1) spawn server_deleteObj};
// upgrade and maintain
// upgrade && maintain
"PVDZE_obj_Swap" addPublicVariableEventHandler {(_this select 1) spawn server_swapObject};
// disable zombies server side
"PVDZE_zed_Spawn" addPublicVariableEventHandler {(_this select 1) spawn server_handleZedSpawn};

View File

@@ -309,7 +309,7 @@ r_player_removeActions2 = {
if (!isNull r_player_lastVehicle) then {
{
r_player_lastVehicle removeAction _x;
} forEach r_player_actions2;
} count r_player_actions2;
r_player_actions2 = [];
r_action2 = false;
};
@@ -431,9 +431,9 @@ DAYZ_agentnumber = 0;
dayz_animalDistance = 800;
dayz_zSpawnDistance = 1000;
dayz_maxMaxModels = 80; // max quantity of Man models (player or Z, dead or alive) around players. Below this limit we can spawn Z // max quantity of loot piles around players. Below this limit we can spawn some loot
dayz_maxMaxModels = 80; // max quantity of Man models (player || Z, dead || alive) around players. Below this limit we can spawn Z // max quantity of loot piles around players. Below this limit we can spawn some loot
dayz_spawnArea = 200; // radius around player where we can spawn loot & Z
dayz_cantseeDist = 150; // distance from which we can spawn a Z in front of any player without ray-tracing and angle checks
dayz_cantseeDist = 150; // distance from which we can spawn a Z in front of any player without ray-tracing && angle checks
dayz_cantseefov = 70; // half player field-of-view. Visible Z won't be spawned in front of any near players
dayz_canDelete = 300; // Z, further than this distance from its "owner", will be deleted
selfTransfusionTime = time; //time to keep for last self transfusion.