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Made a few optimizations by removing unused code. Also made some changes where data types were mixed.
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Regular → Executable
+5
-2
@@ -1139,7 +1139,9 @@ public class craftinglib extends script.base_script
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}
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if (hasObjVar(stationId, OBJVAR_CRAFTING_STATION_BONUS) == true)
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{
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craftingStationMod = getFloatObjVar(stationId, OBJVAR_CRAFTING_STATION_BONUS) / 10;
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// Cekis: not sure why a float divided by an int is desired here (was just 10), so changing the int to a float
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// as the former would have resulted in potential loss in precision.
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craftingStationMod = getFloatObjVar(stationId, OBJVAR_CRAFTING_STATION_BONUS) / 10.0f;
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}
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debugServerConsoleMsg(null, "craftinglib::calcPerExperimentationCheckMod - craftingStationMod = " + craftingStationMod);
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float playerSkillMod = 0;
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@@ -1686,7 +1688,8 @@ public class craftinglib extends script.base_script
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public static boolean storeSecondarySkillBonuses(obj_id prototype, draft_schematic schematic) throws InterruptedException
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{
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draft_schematic.slot[] slots = schematic.getSlots();
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draft_schematic.attribute[] objectAttribs = schematic.getAttribs();
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// Cekis: never used - waste of processing.
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// draft_schematic.attribute[] objectAttribs = schematic.getAttribs();
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String category = getProtoTypeCategory(prototype);
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for (int i = 0; i < slots.length; ++i)
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{
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