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Performance changes:
Added a dual cache for LookupSequence, to avoid the massive stricmp overhead associated with the fetching of animations. git-svn-id: https://unknownworlds.svn.cloudforge.com/ns1@221 67975925-1194-0748-b3d5-c16f83f1a3a1
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5 changed files with 23 additions and 11 deletions
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@ -128,7 +128,7 @@ void CBaseMonster :: MakeIdealYaw( Vector vecTarget ) { }
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float CBaseMonster::ChangeYaw ( int yawSpeed ) { return 0; }
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int CBaseAnimating :: LookupActivity ( int activity ) { return 0; }
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int CBaseAnimating :: LookupActivityHeaviest ( int activity ) { return 0; }
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int CBaseAnimating :: LookupSequence ( const char *label ) { return 0; }
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int CBaseAnimating :: LookupSequence ( const char *label, int queue ) { return 0; }
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void CBaseAnimating :: ResetSequenceInfo ( ) { }
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BOOL CBaseAnimating :: GetSequenceFlags( ) { return FALSE; }
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void CBaseAnimating :: DispatchAnimEvents ( float flInterval ) { }
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@ -97,11 +97,18 @@ int CBaseAnimating :: LookupActivityHeaviest ( int activity )
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//=========================================================
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//=========================================================
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int CBaseAnimating :: LookupSequence ( const char *label )
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int CBaseAnimating :: LookupSequence ( const char *label, int queue )
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{
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void *pmodel = GET_MODEL_PTR( ENT(pev) );
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return ::LookupSequence( pmodel, label );
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if (strcmp(label, this->mPreviousLookupString[queue]) == 0)
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{
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return this->mPreviousLookupSequence[queue];
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}
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strcpy(this->mPreviousLookupString[queue], label);
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this->mPreviousLookupSequence[queue] = ::LookupSequence( pmodel, label );
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return this->mPreviousLookupSequence[queue];
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}
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const char* CBaseAnimating::LookupSequence(int inSequence)
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@ -173,12 +173,12 @@ int LookupSequence( void *pmodel, const char *label )
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}
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//if(GetGameRules()->GetIsTesting())
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if(CVAR_GET_FLOAT(kvTesting) > 0)
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{
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char theMessage[256];
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sprintf(theMessage, "%s%s\n", "Couldn't find animation: ", label);
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ALERT(at_console, theMessage);
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}
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//if(CVAR_GET_FLOAT(kvTesting) > 0)
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//{
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// char theMessage[256];
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// sprintf(theMessage, "%s%s\n", "Couldn't find animation: ", label);
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// ALERT(at_console, theMessage);
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//}
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return -1;
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}
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@ -482,7 +482,7 @@ public:
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int GetSequenceFlags( void );
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int LookupActivity ( int activity );
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int LookupActivityHeaviest ( int activity );
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int LookupSequence ( const char *label );
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int LookupSequence ( const char *label, int queue = 0);
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const char* LookupSequence(int inSequence);
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void ResetSequenceInfo ( );
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void DispatchAnimEvents ( float flFutureInterval = 0.1 ); // Handle events that have happend since last time called up until X seconds into the future
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@ -505,6 +505,11 @@ public:
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float m_flLastEventCheck; // last time the event list was checked
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BOOL m_fSequenceFinished;// flag set when StudioAdvanceFrame moves across a frame boundry
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BOOL m_fSequenceLoops; // true if the sequence loops
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// For performance gain during LookupSequence:
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//void *mPreviousLookupModel[3];
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char mPreviousLookupString[3][64];
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int mPreviousLookupSequence[3];
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};
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@ -1404,7 +1404,7 @@ void CBasePlayer::SetAnimation( PLAYER_ANIM playerAnim )
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}
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// Set the gaitsequence
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gaitDesired = LookupSequence(szAnim);
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gaitDesired = LookupSequence(szAnim, 1);
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if(gaitDesired == -1)
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{
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gaitDesired = 0;
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