don't make lots of GetDirListing calls
This commit is contained in:
+23
-26
@@ -20,6 +20,29 @@ bool Character::Load( CString sCharDir )
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m_sCharacterID = as.back();
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}
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{
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CStringArray as;
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GetDirListing( m_sCharDir+"card.png", as, false, true );
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GetDirListing( m_sCharDir+"card.jpg", as, false, true );
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GetDirListing( m_sCharDir+"card.gif", as, false, true );
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GetDirListing( m_sCharDir+"card.bmp", as, false, true );
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if( as.empty() )
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m_sCardPath = "";
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else
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m_sCardPath = as[0];
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}
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{
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CStringArray as;
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GetDirListing( m_sCharDir+"icon.png", as, false, true );
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GetDirListing( m_sCharDir+"icon.jpg", as, false, true );
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GetDirListing( m_sCharDir+"icon.gif", as, false, true );
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GetDirListing( m_sCharDir+"icon.bmp", as, false, true );
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if( as.empty() )
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m_sIconPath = "";
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else
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m_sIconPath = as[0];
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}
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// Save attacks
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IniFile ini;
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@@ -126,32 +149,6 @@ CString Character::GetStageIconPath() const
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return as[0];
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}
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CString Character::GetCardPath() const
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{
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CStringArray as;
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GetDirListing( m_sCharDir+"card.png", as, false, true );
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GetDirListing( m_sCharDir+"card.jpg", as, false, true );
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GetDirListing( m_sCharDir+"card.gif", as, false, true );
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GetDirListing( m_sCharDir+"card.bmp", as, false, true );
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if( as.empty() )
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return "";
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else
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return as[0];
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}
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CString Character::GetIconPath() const
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{
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CStringArray as;
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GetDirListing( m_sCharDir+"icon.png", as, false, true );
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GetDirListing( m_sCharDir+"icon.jpg", as, false, true );
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GetDirListing( m_sCharDir+"icon.gif", as, false, true );
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GetDirListing( m_sCharDir+"icon.bmp", as, false, true );
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if( as.empty() )
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return "";
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else
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return as[0];
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}
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bool Character::Has2DElems()
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{
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if( DoesFileExist(m_sCharDir + "2DFail/BGAnimation.ini") ) // check 2D Idle BGAnim exists
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@@ -18,8 +18,8 @@ public:
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bool Load( CString sCharDir ); // return true if success
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CString GetTakingABreakPath() const;
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CString GetCardPath() const;
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CString GetIconPath() const;
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CString GetCardPath() const { return m_sCardPath; }
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CString GetIconPath() const { return m_sIconPath; }
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CString GetModelPath() const;
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CString GetRestAnimationPath() const;
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@@ -49,6 +49,9 @@ public:
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CString m_sCharacterID;
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private:
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CString m_sDisplayName;
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CString m_sCardPath;
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CString m_sIconPath;
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public:
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// All the stuff below will be filled in if this character is playable in Rave mode
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