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How do I safely add items to the "back" of the Inventory Chain?

The section related to UnrealScript and modding. This board is for coders to discuss and exchange experiences or ask questions.
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スマイル・ドラゴン
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Joined: Sun Feb 10, 2008 9:07 pm

How do I safely add items to the "back" of the Inventory Chain?

Post by スマイル・ドラゴン »

I want to avoid lag and other odd problems with the way AddInventory works by default, could anybody show me how to go about changing it so instead of it adding items to the "front" of the linked list it adds it to the "back" of it?
“I am the dragon without a name.”
Ðàrk-_¦_-Ñïght.: / κυνικός Δράκων / スマイル・ドラゴン / Draco Nihil
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[]KAOS[]Casey
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Re: How do I safely add items to the "back" of the Inventory Chain?

Post by []KAOS[]Casey »

This is 227i's current implementation:

Code: Select all

// Add Item to this pawn's inventory.
// Returns true if successfully added, false if not.
function bool AddInventory( inventory NewItem )
{
      // Skip if already in the inventory.
      local inventory Inv;
      local int i;
      local Actor Last;

      // The item should not have been destroyed if we get here.
      if ( NewItem==None || NewItem.bDeleteMe )
            return false;
      Last = Self;
      for ( Inv=Inventory; (Inv!=None && i++
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スマイル・ドラゴン
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Joined: Sun Feb 10, 2008 9:07 pm

Re: How do I safely add items to the "back" of the Inventory Chain?

Post by スマイル・ドラゴン »

Is the "i++
“I am the dragon without a name.”
Ðàrk-_¦_-Ñïght.: / κυνικός Δράκων / スマイル・ドラゴン / Draco Nihil
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[]KAOS[]Casey
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Posts: 4497
Joined: Sun Aug 07, 2011 4:22 am
Location: over there

Re: How do I safely add items to the "back" of the Inventory Chain?

Post by []KAOS[]Casey »

I believe so. The root cause was never actually discovered, from what I understand. This is just a lame workaround, to be fair having 1,000 distinct inventory items is pretty damned unlikely.
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