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

@@ -5,16 +5,12 @@ void FvMaelstromCavalry::OnStartup(Entity* self)
{
for (const auto& group : self->GetGroups())
{
Game::logger->Log("FvMaelstromCavalry", "Got group: %s\n", group.c_str());
const auto& objects = EntityManager::Instance()->GetEntitiesInGroup(group);
for (auto* obj : objects)
{
if (obj->GetLOT() != 8551) continue;
Game::logger->Log("FvMaelstromCavalry", "Trigger in group: %s\n", group.c_str());
obj->OnFireEventServerSide(self, "ISpawned");
}
}
@@ -27,8 +23,6 @@ void FvMaelstromCavalry::OnDie(Entity* self, Entity* killer)
return;
}
Game::logger->Log("FvMaelstromCavalry", "Killer: %i\n", killer->GetLOT());
if (killer->GetLOT() != 8665)
{
return;
@@ -38,8 +32,6 @@ void FvMaelstromCavalry::OnDie(Entity* self, Entity* killer)
for (auto* trigger : triggers)
{
Game::logger->Log("FvMaelstromCavalry", "Trigger for: %i\n", killer->GetLOT());
trigger->OnFireEventServerSide(self, "HorsemenDeath");
}
}