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

@@ -59,15 +59,15 @@ if (_characterID != "0") then {
//diag_log ("Found Character...");
//Check if update is requested
if (_isNewPos or _force) then {
if (_isNewPos || _force) then {
//diag_log ("position..." + str(_isNewPos) + " / " + str(_force)); sleep 0.05;
if (((_charPos select 0) == 0) and ((_charPos select 1) == 0)) then {
if (((_charPos select 0) == 0) && ((_charPos select 1) == 0)) then {
//Zero Position
} else {
//diag_log ("getting position..."); sleep 0.05;
_playerPos = [round(direction _character),_charPos];
_lastPos = _character getVariable["lastPos",_charPos];
if (count _lastPos > 2 and count _charPos > 2) then {
if (count _lastPos > 2 && count _charPos > 2) then {
if (!_isInVehicle) then {
_distanceFoot = round(_charPos distance _lastPos);
};
@@ -80,7 +80,7 @@ if (_characterID != "0") then {
};
_character setVariable ["posForceUpdate",false,true];
};
if (_isNewGear or _forceGear) then {
if (_isNewGear || _forceGear) then {
//diag_log ("gear..."); sleep 0.05;
_playerGear = [weapons _character,_magazines];
//diag_log ("playerGear: " +str(_playerGear));
@@ -92,7 +92,7 @@ if (_characterID != "0") then {
_playerBackp = [typeOf _backpack,getWeaponCargo _backpack,getMagazineCargo _backpack];
};
};
if (_isNewMed or _force) then {
if (_isNewMed || _force) then {
//diag_log ("medical..."); sleep 0.05;
if (!(_character getVariable["USEC_isDead",false])) then {
//diag_log ("medical check..."); sleep 0.05;
@@ -143,10 +143,10 @@ if (_characterID != "0") then {
_character setVariable ["model_CHK",typeOf _character];
};
if (_onLadder or _isInVehicle or _isTerminal) then {
if (_onLadder || _isInVehicle || _isTerminal) then {
_currentAnim = "";
//If position to be updated, make sure it is at ground level!
if ((count _playerPos > 0) and !_isTerminal) then {
if ((count _playerPos > 0) && !_isTerminal) then {
_charPos set [2,0];
_playerPos set[1,_charPos];
};
@@ -167,7 +167,7 @@ if (_characterID != "0") then {
_temp = round(_character getVariable ["temperature",100]);
_currentState = [_currentWpn,_currentAnim,_temp];
if(DZE_FriendlySaving) then {
// save only last/most recent 5 entrys as we only have 200 chars in db field and weapon + animation names are sometimes really long 60-70 chars.
// save only last/most recent 5 entrys as we only have 200 chars in db field && weapon + animation names are sometimes really long 60-70 chars.
_friendlies = [(_character getVariable ["friendlies",[]]),5] call array_reduceSizeReverse;
_currentState set [(count _currentState),_friendlies];
};
@@ -177,10 +177,10 @@ if (_characterID != "0") then {
if (count _playerPos > 0) then {
_array = [];
{
if (_x > dayz_minpos and _x < dayz_maxpos) then {
if (_x > dayz_minpos && _x < dayz_maxpos) then {
_array set [count _array,_x];
};
} forEach (_playerPos select 1);
} count (_playerPos select 1);
_playerPos set [1,_array];
};
if (!isNull _character) then {
@@ -206,7 +206,7 @@ if (_characterID != "0") then {
_pos = _this select 0;
{
[_x, "gear"] call server_updateObject;
} forEach nearestObjects [_pos, dayz_updateObjects, 10];
} count nearestObjects [_pos, dayz_updateObjects, 10];
//[_charPos] call server_updateNearbyObjects;
//Reset timer