Avoid redundant per-frame calls to getDbProp("UI:ENTITY:GUILD:#:ICON")
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e936b06a01
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041bf4cd99
2 changed files with 11 additions and 2 deletions
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@ -41,6 +41,7 @@ uint CGroupInSceneUserInfo::_BatLength = 0;
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CCDBNodeLeaf *CGroupInSceneUserInfo::_Value = NULL;
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CCDBNodeLeaf *CGroupInSceneUserInfo::_Value = NULL;
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CCDBNodeLeaf *CGroupInSceneUserInfo::_ValueBegin = NULL;
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CCDBNodeLeaf *CGroupInSceneUserInfo::_ValueBegin = NULL;
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CCDBNodeLeaf *CGroupInSceneUserInfo::_ValueEnd = NULL;
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CCDBNodeLeaf *CGroupInSceneUserInfo::_ValueEnd = NULL;
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NLMISC::CRefPtr<NLMISC::CCDBNodeLeaf> CGroupInSceneUserInfo::_GuildIconLeaf[256];
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// ***************************************************************************
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// ***************************************************************************
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NLMISC_REGISTER_OBJECT(CViewBase, CGroupInSceneUserInfo, std::string, "in_scene_user_info");
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NLMISC_REGISTER_OBJECT(CViewBase, CGroupInSceneUserInfo, std::string, "in_scene_user_info");
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@ -943,8 +944,13 @@ void CGroupInSceneUserInfo::updateDynamicData ()
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if (_Entity->getGuildSymbol() != 0)
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if (_Entity->getGuildSymbol() != 0)
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{
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{
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CInterfaceManager *pIM = CInterfaceManager::getInstance();
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CInterfaceManager *pIM = CInterfaceManager::getInstance();
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if (!_GuildIconLeaf[_Entity->slot()])
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{
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string dbLeaf = "UI:ENTITY:GUILD:"+toString (_Entity->slot())+":ICON";
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string dbLeaf = "UI:ENTITY:GUILD:"+toString (_Entity->slot())+":ICON";
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NLGUI::CDBManager::getInstance()->getDbProp(dbLeaf)->setValue64(_Entity->getGuildSymbol());
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_GuildIconLeaf[_Entity->slot()] = NLGUI::CDBManager::getInstance()->getDbProp(dbLeaf);
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}
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nlassert(&*_GuildIconLeaf[_Entity->slot()]);
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(&*_GuildIconLeaf[_Entity->slot()])->setValue64(_Entity->getGuildSymbol());
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}
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}
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// Set the event faction
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// Set the event faction
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@ -97,6 +97,9 @@ protected:
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static NLMISC::CCDBNodeLeaf *_ValueBegin;
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static NLMISC::CCDBNodeLeaf *_ValueBegin;
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static NLMISC::CCDBNodeLeaf *_ValueEnd;
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static NLMISC::CCDBNodeLeaf *_ValueEnd;
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// Guild icon leafs
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static NLMISC::CRefPtr<NLMISC::CCDBNodeLeaf> _GuildIconLeaf[256];
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// Special guild
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// Special guild
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bool _NeedGuildNameId;
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bool _NeedGuildNameId;
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bool _NeedGuildSymbolId;
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bool _NeedGuildSymbolId;
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