Replace usage of ThinkerIterator and BlockThingsIterator in various places where we can instead loop through sector thing lists.
While in the latter case this may result in longer loops, it also reduces GC thrashing by not needing to allocate an iterator every time. This also simplifies the DoBlast code as there is no longer a need to manually traverse portals vertically.
This commit is contained in:
parent
ea86ab99d0
commit
2bd1cb0657
17 changed files with 113 additions and 220 deletions
|
|
@ -523,15 +523,19 @@ Class HammerspaceEmbiggener : Inventory
|
|||
// since backpacks are taller in Doom
|
||||
if ( gameinfo.gametype&GAME_DoomChex )
|
||||
A_SetSize(-1,26);
|
||||
let bt = BlockThingsIterator.Create(self,16);
|
||||
int tamount = Amount;
|
||||
while ( bt.Next() )
|
||||
foreach ( s:level.Sectors ) for ( Actor t=s.thinglist; t; )
|
||||
{
|
||||
let t = bt.Thing;
|
||||
if ( !t || (t == self) || !(t is 'HammerspaceEmbiggener') || !(t.spawnpoint ~== spawnpoint) ) continue;
|
||||
let next = t.snext;
|
||||
if ( (t == self) || !(t is 'HammerspaceEmbiggener') || !(t.spawnpoint ~== spawnpoint) )
|
||||
{
|
||||
t = next;
|
||||
continue;
|
||||
}
|
||||
tamount += HammerspaceEmbiggener(t).Amount;
|
||||
t.ClearCounters();
|
||||
t.Destroy();
|
||||
t = next;
|
||||
}
|
||||
if ( tamount <= 1 ) return;
|
||||
tamount -= tamount%2; // always even numbered
|
||||
|
|
|
|||
|
|
@ -58,12 +58,10 @@ Class LampMoth : Actor
|
|||
if ( !lamp )
|
||||
{
|
||||
// look for nearby lamps
|
||||
let bi = BlockThingsIterator.Create(self,250);
|
||||
double mindist = 62500.;
|
||||
while ( bi.Next() )
|
||||
foreach ( s:level.Sectors ) for ( Actor a=s.thinglist; a; a=a.snext )
|
||||
{
|
||||
if ( !bi.Thing || !(bi.Thing is 'CompanionLamp') ) continue;
|
||||
Actor a = bi.Thing;
|
||||
if ( !(a is 'CompanionLamp') ) continue;
|
||||
double dist = Distance3DSquared(a);
|
||||
if ( (a.frame == 0) || (dist > mindist) && !CheckSight(a,SF_IGNOREVISIBILITY|SF_IGNOREWATERBOUNDARY) ) continue;
|
||||
mindist = dist;
|
||||
|
|
|
|||
|
|
@ -310,11 +310,9 @@ Class GhostTarget : Actor
|
|||
}
|
||||
if ( isFrozen() ) return;
|
||||
if ( diedie ) A_FadeOut(.05);
|
||||
let bt = BlockThingsIterator.Create(self,300);
|
||||
while ( bt.Next() )
|
||||
foreach ( s:level.Sectors ) for ( Actor t=s.thinglist; t; t=t.snext )
|
||||
{
|
||||
let t = bt.Thing;
|
||||
if ( !t || !t.bIsMonster || t.player || !t.IsHostile(master) || (t.target != self) ) continue;
|
||||
if ( !t.bIsMonster || t.player || !t.IsHostile(master) || (t.target != self) ) continue;
|
||||
if ( SWWMUtility.BoxIntersect(self,t,pad:16) || t.CheckMeleeRange() )
|
||||
{
|
||||
// they found out, there's no one here
|
||||
|
|
|
|||
|
|
@ -510,9 +510,7 @@ Class Mykradvo : Inventory
|
|||
{
|
||||
targets.Clear();
|
||||
// search all actively hostile enemies within 50m
|
||||
let ti = ThinkerIterator.Create("Actor");
|
||||
Actor a;
|
||||
while ( a=Actor(ti.Next()) )
|
||||
foreach ( s:level.Sectors ) for ( Actor a=s.thinglist; a; a=a.snext )
|
||||
{
|
||||
// must be an active, shootable live monster
|
||||
if ( !a.bISMONSTER || !a.bSHOOTABLE || a.bDORMANT || (a.Health <= 0) ) continue;
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue