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Fixed high CPU usage by mapHandler::hideObject
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@ -1329,33 +1329,38 @@ bool CMapHandler::printObject(const CGObjectInstance *obj, bool fadein /* = fals
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bool CMapHandler::hideObject(const CGObjectInstance *obj, bool fadeout /* = false */)
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{
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// do we actually need to search through the whole map for this?
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for (size_t i=0; i<map->width; i++)
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auto pos = obj->pos;
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for (size_t i = pos.x; i > pos.x - obj->getWidth(); i--)
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{
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for (size_t j=0; j<map->height; j++)
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for (size_t j = pos.y; j > pos.y - obj->getHeight(); j--)
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{
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for (size_t k=0; k<(map->twoLevel ? 2 : 1); k++)
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int3 t(i, j, pos.z);
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if (!map->isInTheMap(t))
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continue;
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auto &objs = ttiles[i][j][pos.z].objects;
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for (size_t x = 0; x < objs.size(); x++)
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{
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auto &objs = ttiles[i][j][k].objects;
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for(size_t x=0; x < objs.size(); x++)
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auto ourObj = objs[x].obj;
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if (ourObj && ourObj->id == obj->id)
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{
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if (objs[x].obj && objs[x].obj->id == obj->id)
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if (fadeout && ADVOPT.objectFading) // object should be faded == erase is delayed until the end of fadeout
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{
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if (fadeout && ADVOPT.objectFading) // object should be faded == erase is delayed until the end of fadeout
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{
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if (startObjectFade(objs[x], false, int3(i, j, k)))
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objs[x].obj = nullptr;
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else
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objs.erase(objs.begin() + x);
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}
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if (startObjectFade(objs[x], false, t))
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objs[x].obj = nullptr; //set original pointer to null
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else
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objs.erase(objs.begin() + x);
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break;
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}
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else
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objs.erase(objs.begin() + x);
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break;
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}
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}
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}
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}
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return true;
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}
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bool CMapHandler::removeObject(CGObjectInstance *obj, bool fadeout /* = false */)
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