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AdvFatigue - Fix unarmed sprint->prone + minor perf improvments #4887

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merged 1 commit into from
Mar 15, 2017

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PabstMirror
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Fix #4880 - Adds GVAR(isProne) which is set in getAnimDuty
Minor performance improvements;
main one is setting total virtual load in movement (on loadout EH) so we can skip forEach loop

@PabstMirror PabstMirror added kind/bug-fix Release Notes: **FIXED:** kind/optimization Release Notes: **IMPROVED:** labels Feb 10, 2017
@PabstMirror PabstMirror added this to the 3.9.1 milestone Feb 10, 2017
vestContainer _unit,
backpackContainer _unit
];
private _gearMass = ((_unit getVariable [QEGVAR(movement,totalLoad), loadAbs _unit]) / 22.046) * GVAR(loadFactor);
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Does this mean that fatigue requires movement now?

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Will fallback to just loadAbs _unit from the getVar

@@ -21,6 +21,7 @@ private _duty = 1;
private _animType = _animName select [1, 3];

GVAR(isSwimming) = false;
GVAR(isProne) = (stance _unit) == "PRONE";
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Might as well use isEqualTo then.

@thojkooi
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thojkooi commented Mar 8, 2017

Moved this to 3.10 milestone. We can potentially move to this to a 3.9.2 milestone if we need another patch or 3.10 takes a while longer.

@PabstMirror PabstMirror merged commit 1208e44 into master Mar 15, 2017
@PabstMirror PabstMirror deleted the afProneAndOptimzi branch March 15, 2017 15:12
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4 participants