From: <qu...@ca...> - 2015-12-20 05:36:23
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If you havent already, get v1.06 recoded: http://www.moddb.com/games/quake/downloads/quake-c-version-106-recoded T_BeamDamage as well as 31 other instances are wrapped with #ifdef unused #endifdef That will tell you what all the unused bits are. I cant recall offhand how intense a test I gave that code set, but I'm pretty sure it involved a bunch of frikbots and several days of server time. You could take all that out, along with debug and idtest #ifdef sets. However, with the #ifdef there is no reason - it wont get compiled. The main reason I left it in, is if you are using meld to merge other mods, it will only see the #ifdef (and you can teach it to ignore that...) and match the rest. Easier meld that way. That was pretty much the whole point to v1.06 recoded - help clean up other mods built on v1.06. I might eventually do a hipnotic recoded, but likely not as it will be in v1.07. On 2015-12-19 19:53, Cobalt wrote: > Strange, I just noticed the function: T_BeamDamage () , is not even > called > in 1.01 or 1.06 src code sets. > > Its using FindRadius, and if I recall someone had said that function is > very > very slow. > > I have seen some other code in my travels that resembles this function, > however they are not using Findradius, but nextent, for example: > > Were pt is the origin of the old findradius method. Apparently walking > down > the entity list is faster than findradius? > Also I have read where the findradius sets the .chain field even on > entities > not in the specified radius, so if true it can louse up some mods that > rely > on that field as being empty or world. > > So if we do make our own clean src, I suppose we could eliminate / > delete > T_BeamDamage completely. > |