feat(System): Update player structs with less load
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@ -1,6 +1,8 @@
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#include "backend/looped/looped.hpp"
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#include "natives.hpp"
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#include "pointers.hpp"
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#include "script.hpp"
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#include "util/notify.hpp"
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namespace big
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{
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@ -11,14 +13,14 @@ namespace big
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if (busy) return;
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busy = true;
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int friend_count = 0;
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int player_count = 0;
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int friend_count = g.friend_count;
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int player_count = g.player_count;
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for (Player i = 0; i < 32; i++)
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{
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if (NETWORK::NETWORK_IS_PLAYER_CONNECTED(i) && i != PLAYER::PLAYER_ID())
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if (NETWORK::NETWORK_IS_PLAYER_CONNECTED(i))
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{
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// if (!g.players[i].is_online) // tell user player joined
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if (g.players[i].is_online) continue;
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g.players[i].id = i;
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g.players[i].is_online = true;
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@ -36,11 +38,18 @@ namespace big
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else player_count++;
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strcpy(g.players[i].name, PLAYER::GET_PLAYER_NAME(i));
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g.players[i].net_player = g_pointers->m_get_net_game_player(i);
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notify::player_joined(g.players[i]);
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}
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else
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else if (g.players[i].is_online)
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{
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g.players[i].is_online = false;
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if (g.players[i].is_friend) friend_count--;
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else player_count--;
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g.players[i].is_friend = false;
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g.players[i].is_online = false;
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}
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script::get_current()->yield();
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