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- some speed optimizations in areas mentioned by perf tool
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4e195e10af
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@ -66,13 +66,13 @@ public:
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TilesetModelType* loadModel(const string &path, std::map<string,vector<pair<string, string> > > *loadedFileList=NULL,
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string parentLoader="");
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TilesetModelType *getTilesetModelType(int i) {return modeltypes[i];}
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int getModelCount() const {return modeltypes.size();}
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const Vec3f &getColor() const {return color;}
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int getClass() const {return objectClass;}
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bool getWalkable() const {return walkable;}
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int getHeight() const {return height;}
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bool isATree() const {return objectClass==tree1 || objectClass==tree2;}
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inline TilesetModelType *getTilesetModelType(int i) {return modeltypes[i];}
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inline int getModelCount() const {return modeltypes.size();}
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inline const Vec3f &getColor() const {return color;}
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inline int getClass() const {return objectClass;}
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inline bool getWalkable() const {return walkable;}
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inline int getHeight() const {return height;}
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inline bool isATree() const {return objectClass==tree1 || objectClass==tree2;}
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void deletePixels();
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};
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@ -247,25 +247,25 @@ public:
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virtual string toString() const;
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//get
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int getAttackStrength() const {return attackStrength;}
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int getAttackVar() const {return attackVar;}
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int getAttackRange() const {return attackRange;}
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const AttackType *getAttackType() const {return attackType;}
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bool getAttackField(Field field) const {return attackFields[field];}
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float getAttackStartTime() const {return attackStartTime;}
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string getSpawnUnit() const {return spawnUnit;}
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int getSpawnUnitCount() const {return spawnUnitcount;}
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inline int getAttackStrength() const {return attackStrength;}
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inline int getAttackVar() const {return attackVar;}
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inline int getAttackRange() const {return attackRange;}
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inline const AttackType *getAttackType() const {return attackType;}
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inline bool getAttackField(Field field) const {return attackFields[field];}
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inline float getAttackStartTime() const {return attackStartTime;}
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inline string getSpawnUnit() const {return spawnUnit;}
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inline int getSpawnUnitCount() const {return spawnUnitcount;}
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//get proj
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bool getProjectile() const {return projectile;}
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ParticleSystemTypeProjectile * getProjParticleType() const {return projectileParticleSystemType;}
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StaticSound *getProjSound() const {return projSounds.getRandSound();}
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inline bool getProjectile() const {return projectile;}
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inline ParticleSystemTypeProjectile * getProjParticleType() const {return projectileParticleSystemType;}
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inline StaticSound *getProjSound() const {return projSounds.getRandSound();}
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//get splash
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bool getSplash() const {return splash;}
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int getSplashRadius() const {return splashRadius;}
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bool getSplashDamageAll() const {return splashDamageAll;}
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ParticleSystemTypeSplash * getSplashParticleType() const {return splashParticleSystemType;}
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inline bool getSplash() const {return splash;}
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inline int getSplashRadius() const {return splashRadius;}
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inline bool getSplashDamageAll() const {return splashDamageAll;}
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inline ParticleSystemTypeSplash * getSplashParticleType() const {return splashParticleSystemType;}
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//misc
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int getTotalAttackStrength(const TotalUpgrade *totalUpgrade) const;
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@ -51,21 +51,21 @@ public:
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~TilesetModelType();
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void addParticleSystem(ObjectParticleSystemType *particleSystem);
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bool hasParticles() const {return particleTypes.empty() == false;}
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ModelParticleSystemTypes* getParticleTypes() { return &particleTypes ;}
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inline bool hasParticles() const {return particleTypes.empty() == false;}
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inline ModelParticleSystemTypes* getParticleTypes() { return &particleTypes ;}
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Model * getModel() const {return model;}
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void setModel(Model *model) {this->model=model;}
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inline Model * getModel() const {return model;}
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inline void setModel(Model *model) {this->model=model;}
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int getHeight() const {return height;}
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void setHeight(int height) {this->height=height;}
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inline int getHeight() const {return height;}
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inline void setHeight(int height) {this->height=height;}
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bool getRotationAllowed() const {return rotationAllowed;}
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void setRotationAllowed(bool rotationAllowed) {this->rotationAllowed=rotationAllowed;}
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inline bool getRotationAllowed() const {return rotationAllowed;}
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inline void setRotationAllowed(bool rotationAllowed) {this->rotationAllowed=rotationAllowed;}
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int getAnimSpeed() const {return animSpeed;}
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void setAnimSpeed(int value) {animSpeed = value;}
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inline int getAnimSpeed() const {return animSpeed;}
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inline void setAnimSpeed(int value) {animSpeed = value;}
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};
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}}//end namespace
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