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Fast access extended to structure #1874
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Fast access extended to structure #1874
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It would be better to add global toggles to control these behaviors for buildings, in case modders only want vehicles to load and unload quickly
NoQueueUpToEnter.Buildings=; default to NoQueueUpToEnter
NoQueueUpToUnload.Buildings=; default to NoQueueUpToUnload
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if (pObject->WhatAmI() == AbstractType::Building) | ||
{ | ||
const auto RulesExt = RulesExt::Global(); |
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pRulesExt
and there are four same issue behind this.
const auto pTunnel = AresHelper::CanUseAres ? | ||
AresFunctions::GetTunnel(reinterpret_cast<void*>(pType->align_E24), pBuilding->Owner) : nullptr; |
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const auto pTunnel = AresHelper::CanUseAres
? AresFunctions::GetTunnel(reinterpret_cast<void*>(pType->align_E24), pBuilding->Owner) : nullptr;
and there is a same issue behind this.
DEFINE_HOOK(0x44DCB1, BuildingClass_Mi_Unload_NoQueueUpToUnload, 0x7) | ||
{ | ||
GET(BuildingClass*, pThis, EBP); | ||
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const auto RulesExt = RulesExt::Global(); | ||
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if (TechnoTypeExt::ExtMap.Find(pThis->Type)->NoQueueUpToUnload.Get( | ||
RulesExt->NoQueueUpToUnload_Buildings.Get(RulesExt->NoQueueUpToUnload))) | ||
{ | ||
R->EAX(0); | ||
} | ||
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return 0; | ||
} |
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It still looks like unloading one by one every frame, rather than unloading all at once.
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Because I am not yet able to handle tunnel unloading in construction.
#1475 #1602
Extend their logic to the structure.