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

@@ -1,7 +1,6 @@
#include "TriggerAmbush.h"
#include "dZoneManager.h"
#include "EntityManager.h"
void TriggerAmbush::OnStartup(Entity* self)
{
@@ -11,21 +10,15 @@ void TriggerAmbush::OnStartup(Entity* self)
void TriggerAmbush::OnProximityUpdate(Entity* self, Entity* entering, std::string name, std::string status)
{
if (name != "ambush" || status != "ENTER" || !entering->IsPlayer()) return;
Game::logger->Log("TriggerAmbush", "Got ambush collision!\n");
if (self->GetVar<bool>(u"triggered")) return;
self->SetVar(u"triggered", true);
Game::logger->Log("TriggerAmbush", "Triggering ambush!\n");
const auto spawners = dZoneManager::Instance()->GetSpawnersByName("Ambush");
for (auto* spawner : spawners)
{
Game::logger->Log("TriggerAmbush", "Triggering ambush on spawner!\n");
spawner->Activate();
}