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speeds up get_hearers_in_view/getallcontents just a little bit (#48975)
* Update game.dm * Update unsorted.dm * good point * one indexed lists and ++i is faster * ditto
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@@ -152,11 +152,11 @@
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/proc/recursive_hear_check(O)
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var/list/processing_list = list(O)
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. = list()
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while(processing_list.len)
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var/atom/A = processing_list[1]
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var/i = 0
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while(i < length(processing_list))
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var/atom/A = processing_list[++i]
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if(A.flags_1 & HEAR_1)
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. += A
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processing_list.Cut(1, 2)
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processing_list += A.contents
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/** recursive_organ_check
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@@ -200,10 +200,8 @@
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// Returns a list of hearers in view(R) from source (ignoring luminosity). Used in saycode.
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var/turf/T = get_turf(source)
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. = list()
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if(!T)
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return
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var/list/processing_list = list()
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if (R == 0) // if the range is zero, we know exactly where to look for, we can skip view
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processing_list += T.contents // We can shave off one iteration by assuming turfs cannot hear
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@@ -216,12 +214,12 @@
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processing_list += O
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T.luminosity = lum
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while(processing_list.len) // recursive_hear_check inlined here
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var/atom/A = processing_list[1]
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var/i = 0
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while(i < length(processing_list)) // recursive_hear_check inlined here
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var/atom/A = processing_list[++i]
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if(A.flags_1 & HEAR_1)
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. += A
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SEND_SIGNAL(A, COMSIG_ATOM_HEARER_IN_VIEW, processing_list, .)
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processing_list.Cut(1, 2)
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processing_list += A.contents
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/proc/get_mobs_in_radio_ranges(list/obj/item/radio/radios)
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@@ -231,7 +229,6 @@
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if(R)
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. |= get_hearers_in_view(R.canhear_range, R)
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#define SIGNV(X) ((X<0)?-1:1)
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/proc/inLineOfSight(X1,Y1,X2,Y2,Z=1,PX1=16.5,PY1=16.5,PX2=16.5,PY2=16.5)
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@@ -460,36 +460,34 @@ Turf and target are separate in case you want to teleport some distance from a t
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/atom/proc/GetAllContents(var/T)
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var/list/processing_list = list(src)
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var/list/assembled = list()
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if(T)
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while(processing_list.len)
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var/atom/A = processing_list[1]
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processing_list.Cut(1, 2)
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. = list()
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var/i = 0
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while(i < length(processing_list))
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var/atom/A = processing_list[++i]
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//Byond does not allow things to be in multiple contents, or double parent-child hierarchies, so only += is needed
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//This is also why we don't need to check against assembled as we go along
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processing_list += A.contents
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if(istype(A,T))
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assembled += A
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. += A
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else
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while(processing_list.len)
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var/atom/A = processing_list[1]
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processing_list.Cut(1, 2)
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var/i = 0
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while(i < length(processing_list))
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var/atom/A = processing_list[++i]
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processing_list += A.contents
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assembled += A
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return assembled
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return processing_list
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/atom/proc/GetAllContentsIgnoring(list/ignore_typecache)
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if(!length(ignore_typecache))
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return GetAllContents()
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var/list/processing = list(src)
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var/list/assembled = list()
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while(processing.len)
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var/atom/A = processing[1]
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processing.Cut(1,2)
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. = list()
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var/i = 0
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while(i < length(processing))
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var/atom/A = processing[++i]
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if(!ignore_typecache[A.type])
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processing += A.contents
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assembled += A
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return assembled
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. += A
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//Step-towards method of determining whether one atom can see another. Similar to viewers()
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/proc/can_see(atom/source, atom/target, length=5) // I couldnt be arsed to do actual raycasting :I This is horribly inaccurate.
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