Minor performance improvements

Before avg: 0.0858495ms
After avg: 0.0701045ms
This commit is contained in:
Glowbal 2015-04-11 21:27:49 +02:00
parent 0bf32bfb3a
commit 082ab5155e

View File

@ -34,18 +34,8 @@ if (_selectionName in _hitSelections) then {
_newDamage = _damage - (_unit getHitPointDamage (_hitPoints select (_hitSelections find _selectionName)));
};
// we want to move damage to another selection; have to do it ourselves.
// this is only the case for limbs, so this will not impact the killed EH.
if (_selectionName != (_this select 1)) then {
_unit setHitPointDamage [_hitPoints select (_hitSelections find _selectionName), _damage + _newDamage];
_newDamage = 0;
};
// ??????
_damage = _damage + _newDamage;
// Check for vehicle crash
if (vehicle _unit != _unit && !(vehicle _unit isKindOf "StaticWeapon") && {isNull _source} && {_projectile == ""} && {_selectionName == ""}) then {
if (vehicle _unit != _unit && {!(vehicle _unit isKindOf "StaticWeapon")} && {isNull _source} && {_projectile == ""} && {_selectionName == ""}) then {
if (missionNamespace getvariable [QGVAR(allowVehicleCrashDamage), true]) then {
_selectionName = _hitSelections select (floor(random(count _hitSelections)));
_projectile = "vehiclecrash";
@ -54,10 +44,11 @@ if (vehicle _unit != _unit && !(vehicle _unit isKindOf "StaticWeapon") && {isNul
// From AGM medical:
// Exclude falling damage to everything other than legs; reduce structural damage.
if (((velocity _unit) select 2 < -5) && (vehicle _unit == _unit)) then {
if (((velocity _unit) select 2 < -5) && {(vehicle _unit == _unit)}) then {
_unit setVariable [QGVAR(isFalling), True];
};
if (_unit getVariable [QGVAR(isFalling), false] && !(_selectionName in ["", "leg_l", "leg_r"])) exitWith {};
if (_unit getVariable [QGVAR(isFalling), false] && {!(_selectionName in ["", "leg_l", "leg_r"])}) exitWith {};
if (_unit getVariable [QGVAR(isFalling), false]) then {
_newDamage = _newDamage * 0.7;
};
@ -69,21 +60,14 @@ if (diag_frameno > (_unit getVariable [QGVAR(frameNo_damageCaching), -3]) + 2) t
// handle the cached damages 3 frames later
[{
private ["_args","_unit","_frameNo"];
private "_args";
_args = _this select 0;
_unit = _args select 0;
_frameNo = _args select 1;
if (diag_frameno > _frameNo + 2) then {
_cache_projectiles = _unit getVariable [QGVAR(cachedProjectiles), []];
_cache_hitpoints = _unit getVariable [QGVAR(cachedHitPoints), []];
_cache_damages = _unit getVariable [QGVAR(cachedDamages), []];
_cache_params = _unit getVariable [QGVAR(cachedHandleDamageParams), []];
if (diag_frameno > (_args select 1) + 2) then {
_cache_params = (_args select 0) getVariable [QGVAR(cachedHandleDamageParams), []];
{
if (typeName _x == typeName "") then {
(_cache_params select _foreachIndex) call FUNC(handleDamage_advanced);
};
}foreach _cache_projectiles;
_x call FUNC(handleDamage_advanced);
}foreach _cache_params;
[(_this select 1)] call cba_fnc_removePerFrameHandler;
};
}, 0, [_unit, diag_frameno] ] call CBA_fnc_addPerFrameHandler;
@ -102,40 +86,32 @@ _cache_params = _unit getVariable QGVAR(cachedHandleDamageParams);
// Caching of the damage events
if (_selectionName != "") then {
private ["_index","_otherDamage"];
_index = _cache_projectiles find _projectile;
// Check if the current projectile has already been handled once
if (_projectile in _cache_projectiles) then {
private ["_index","_otherDamage"];
// if it has been handled, find the index in the cache
_index = _cache_projectiles find _projectile;
if (_index >= 0) exitwith {
// Find the previous damage this projectile has done
_otherDamage = (_cache_damages select _index);
// Take the highest damage of the two
if (_otherDamage > _newDamage) then {
_newDamage = 0;
} else {
if (_newDamage > _otherDamage) then {
private ["_hitPoint", "_restore"];
// Restore the damage before the previous damage was processed
_hitPoint = _cache_hitpoints select _index;
_restore = ((_unit getHitPointDamage _hitPoint) - _otherDamage) max 0;
_unit setHitPointDamage [_hitPoint, _restore];
// Make entry unfindable and add the new damage cache
_cache_projectiles set [_index, objNull];
_cache_projectiles pushBack _projectile;
_cache_hitpoints pushBack (_hitPoints select (_hitSelections find _selectionName));
_cache_damages pushBack _newDamage;
_cache_params pushBack [_unit, _selectionName, _damage, _source, _projectile];
_cache_hitpoints set [_index, (_hitPoints select (_hitSelections find _selectionName))];
_cache_damages set [_index, _newDamage];
_cache_params set[_index, _this];
};
} else {
// This is an unhandled projectile
_cache_projectiles pushBack _projectile;
_cache_hitpoints pushBack (_hitPoints select (_hitSelections find _selectionName));
_cache_damages pushBack _newDamage;
_cache_params pushBack [_unit, _selectionName, _damage, _source, _projectile];
};
// This is an unhandled projectile
_cache_projectiles pushBack _projectile;
_cache_hitpoints pushBack (_hitPoints select (_hitSelections find _selectionName));
_cache_damages pushBack _newDamage;
_cache_params pushBack _this;
};
// Store the new cached values