Optimize scripts for faster compilation (#597)

* Implement Precompiled Headers

* First volume of optimizations

* Scripts A-B

Gonna be doing this in alphabetical order now.

* C Scripts and remove unneeded includes from base cppscripts header

Remove the MissionComponent and Loot includes from all base scripts and place their needed includes in the respective scripts.

* D scripts

* F scripts

* F scripts 2

Finish up removing extraneous includes from scripts that start with the letter F

* G scripts

Removing extraneous includes from scripts that start with the letter G

* I scripts

Removing extraneous includes from scripts that start with the letter I

* M-Z scripts

Removing extraneous includes from scripts that start with the letter M-Z

* Revert "Implement Precompiled Headers"

This reverts commit d79d8d4991.

* Revert "Revert "Implement Precompiled Headers""

This reverts commit 0597faf308.

* Add back in PCH

Add back in PCH

* Fix CMake

Whitespace

Remove duplicate file glob

Remove newline
This commit is contained in:
David Markowitz
2022-07-04 23:00:10 -07:00
committed by GitHub
parent cc25ec0151
commit 8cdb388915
192 changed files with 135 additions and 371 deletions

View File

@@ -87,8 +87,6 @@ void AmSkullkinDrill::TriggerDrill(Entity* self)
if (standObj != nullptr)
{
Game::logger->Log("AmSkullkinDrill", "Disabling knockback\n");
standObj->SetVar(u"bActive", false);
}
@@ -213,8 +211,6 @@ void AmSkullkinDrill::OnArrived(Entity* self, uint32_t waypointIndex)
if (standObj != nullptr)
{
Game::logger->Log("AmSkullkinDrill", "Disabling knockback\n");
standObj->SetVar(u"bActive", false);
}
@@ -302,8 +298,6 @@ void AmSkullkinDrill::OnHitOrHealResult(Entity* self, Entity* attacker, int32_t
void AmSkullkinDrill::OnTimerDone(Entity* self, std::string timerName)
{
Game::logger->Log("AmSkullkinDrill", "Timer: %s\n", timerName.c_str());
if (timerName == "killDrill")
{
const auto childID = self->GetVar<LWOOBJID>(u"ChildSmash");
@@ -323,8 +317,6 @@ void AmSkullkinDrill::OnTimerDone(Entity* self, std::string timerName)
if (standObj != nullptr)
{
Game::logger->Log("AmSkullkinDrill", "Enabling knockback\n");
standObj->SetVar(u"bActive", true);
}
@@ -351,8 +343,6 @@ void AmSkullkinDrill::OnTimerDone(Entity* self, std::string timerName)
{
const auto& animName = data[1];
Game::logger->Log("AmSkullkinDrill", "Anim done: %s\n", animName.c_str());
const auto playerID = self->GetVar<LWOOBJID>(u"userID");
auto* player = EntityManager::Instance()->GetEntity(playerID);
@@ -364,8 +354,6 @@ void AmSkullkinDrill::OnTimerDone(Entity* self, std::string timerName)
if (animName == "spinjitzu-staff-windup")
{
Game::logger->Log("AmSkullkinDrill", "Triggering drill\n");
TriggerDrill(self);
GameMessages::SendPlayAnimation(player, u"spinjitzu-staff-loop");