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- use a local variable to access the level in DLevelScript.
This was a relatively cheap change but removes a significant batch of references to the global variable, only making the entry points to the ACS interpreter relevant.
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4e052f2857
commit
20989a0b41
3 changed files with 361 additions and 364 deletions
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@ -228,6 +228,11 @@ public:
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{
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{
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return NActorIterator(TIDHash, type, tid);
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return NActorIterator(TIDHash, type, tid);
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}
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}
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AActor *SingleActorFromTID(int tid, AActor *defactor)
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{
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return tid == 0 ? defactor : GetActorIterator(tid).Next();
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}
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bool SectorHasTags(sector_t *sector)
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bool SectorHasTags(sector_t *sector)
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{
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{
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return tagManager.SectorHasTags(sector);
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return tagManager.SectorHasTags(sector);
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693
src/p_acs.cpp
693
src/p_acs.cpp
File diff suppressed because it is too large
Load diff
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@ -70,9 +70,6 @@
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#include "actorinlines.h"
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#include "actorinlines.h"
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#include "types.h"
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#include "types.h"
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AActor *SingleActorFromTID(int tid, AActor *defactor);
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static FRandom pr_camissile ("CustomActorfire");
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static FRandom pr_camissile ("CustomActorfire");
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static FRandom pr_cabullet ("CustomBullet");
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static FRandom pr_cabullet ("CustomBullet");
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static FRandom pr_cwjump ("CustomWpJump");
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static FRandom pr_cwjump ("CustomWpJump");
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@ -3444,7 +3441,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_Warp)
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if ((flags & WARPF_USETID))
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if ((flags & WARPF_USETID))
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{
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{
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reference = SingleActorFromTID(destination_selector, self);
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reference = level.SingleActorFromTID(destination_selector, self);
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}
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}
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else
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else
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{
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{
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