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Очень долго прогружаются тексдравы

bereg101

Умник
Очень долго прогружается тексдрав инвентаря (когда как, бывает даже до 5 секунд). Кто может подсказать где или как оптимизировать и это связанно именно с кодом прогрузки инвентаря или чем то еще? Мапинг тоже долго прогружается, видно как объекты появляются по 1
Код:
CMD:inv(playerid)
{

    ActionInventoryP[0][playerid] = CreatePlayerTextDraw(playerid, 563.666381, 193.718460, "LD_SPAC:white"); // box use
    PlayerTextDrawLetterSize(playerid, ActionInventoryP[0][playerid], 0.000000, 0.000000);
    PlayerTextDrawTextSize(playerid, ActionInventoryP[0][playerid], 61.000000, 21.570373);
    PlayerTextDrawAlignment(playerid, ActionInventoryP[0][playerid], 1);
    PlayerTextDrawColor(playerid, ActionInventoryP[0][playerid], -37548801);
    PlayerTextDrawUseBox(playerid, ActionInventoryP[0][playerid], true);
    PlayerTextDrawBoxColor(playerid, ActionInventoryP[0][playerid], 255);
    PlayerTextDrawSetShadow(playerid, ActionInventoryP[0][playerid], 0);
    PlayerTextDrawSetOutline(playerid, ActionInventoryP[0][playerid], 0);
    PlayerTextDrawFont(playerid, ActionInventoryP[0][playerid], 4);
    PlayerTextDrawSetSelectable(playerid, ActionInventoryP[0][playerid], true);

    ActionInventoryP[1][playerid] = CreatePlayerTextDraw(playerid, 563.666259, 217.144393, "LD_SPAC:white"); // box drop
    PlayerTextDrawLetterSize(playerid, ActionInventoryP[1][playerid], 0.000000, 0.000000);
    PlayerTextDrawTextSize(playerid, ActionInventoryP[1][playerid], 61.000000, 21.570373);
    PlayerTextDrawAlignment(playerid, ActionInventoryP[1][playerid], 2);
    PlayerTextDrawColor(playerid, ActionInventoryP[1][playerid], -37548801);
    PlayerTextDrawUseBox(playerid, ActionInventoryP[1][playerid], true);
    PlayerTextDrawBoxColor(playerid, ActionInventoryP[1][playerid], 255);
    PlayerTextDrawSetShadow(playerid, ActionInventoryP[1][playerid], 0);
    PlayerTextDrawSetOutline(playerid, ActionInventoryP[1][playerid], 0);
    PlayerTextDrawFont(playerid, ActionInventoryP[1][playerid], 4);
    PlayerTextDrawSetSelectable(playerid, ActionInventoryP[1][playerid], true);

    ActionInventoryP[2][playerid] = CreatePlayerTextDraw(playerid, 563.666259, 240.644393, "LD_SPAC:white"); // box info
    PlayerTextDrawLetterSize(playerid, ActionInventoryP[2][playerid], 0.000000, 0.000000);
    PlayerTextDrawTextSize(playerid, ActionInventoryP[2][playerid], 61.000000, 21.570373);
    PlayerTextDrawAlignment(playerid, ActionInventoryP[2][playerid], 1);
    PlayerTextDrawColor(playerid, ActionInventoryP[2][playerid], -37548801);
    PlayerTextDrawUseBox(playerid, ActionInventoryP[2][playerid], true);
    PlayerTextDrawBoxColor(playerid, ActionInventoryP[2][playerid], 255);
    PlayerTextDrawSetShadow(playerid, ActionInventoryP[2][playerid], 0);
    PlayerTextDrawSetOutline(playerid, ActionInventoryP[2][playerid], 0);
    PlayerTextDrawFont(playerid, ActionInventoryP[2][playerid], 4);
    PlayerTextDrawSetSelectable(playerid, ActionInventoryP[2][playerid], true);

    ActionInventoryP[3][playerid] = CreatePlayerTextDraw(playerid, 593.333190, 200.025939, "use"); // Text element
    PlayerTextDrawLetterSize(playerid, ActionInventoryP[3][playerid], 0.174333, 1.052444);
    PlayerTextDrawAlignment(playerid, ActionInventoryP[3][playerid], 2);
    PlayerTextDrawColor(playerid, ActionInventoryP[3][playerid], 336860415);
    PlayerTextDrawSetShadow(playerid, ActionInventoryP[3][playerid], 0);
    PlayerTextDrawSetOutline(playerid, ActionInventoryP[3][playerid], 0);
    PlayerTextDrawBackgroundColor(playerid, ActionInventoryP[3][playerid], 255);
    PlayerTextDrawFont(playerid, ActionInventoryP[3][playerid], 2);
    PlayerTextDrawSetProportional(playerid, ActionInventoryP[3][playerid], 1);

    ActionInventoryP[4][playerid] = CreatePlayerTextDraw(playerid, 593.333190, 223.025939, "drop"); // Text element
    PlayerTextDrawLetterSize(playerid, ActionInventoryP[4][playerid], 0.174333, 1.052444);
    PlayerTextDrawAlignment(playerid, ActionInventoryP[4][playerid], 2);
    PlayerTextDrawColor(playerid, ActionInventoryP[4][playerid], 336860415);
    PlayerTextDrawSetShadow(playerid, ActionInventoryP[4][playerid], 0);
    PlayerTextDrawSetOutline(playerid, ActionInventoryP[4][playerid], 0);
    PlayerTextDrawBackgroundColor(playerid, ActionInventoryP[4][playerid], 255);
    PlayerTextDrawFont(playerid, ActionInventoryP[4][playerid], 2);
    PlayerTextDrawSetProportional(playerid, ActionInventoryP[4][playerid], 1);

    ActionInventoryP[5][playerid] = CreatePlayerTextDraw(playerid, 593.333190, 246.525939, "info"); // Text element
    PlayerTextDrawLetterSize(playerid, ActionInventoryP[5][playerid], 0.174333, 1.052444);
    PlayerTextDrawAlignment(playerid, ActionInventoryP[5][playerid], 2);
    PlayerTextDrawColor(playerid, ActionInventoryP[5][playerid], 336860415);
    PlayerTextDrawSetShadow(playerid, ActionInventoryP[5][playerid], 0);
    PlayerTextDrawSetOutline(playerid, ActionInventoryP[5][playerid], 0);
    PlayerTextDrawBackgroundColor(playerid, ActionInventoryP[5][playerid], 255);
    PlayerTextDrawFont(playerid, ActionInventoryP[5][playerid], 2);
    PlayerTextDrawSetProportional(playerid, ActionInventoryP[5][playerid], 1);

    CreateInv(playerid);


//    PlayerTextDrawSetString(playerid,InventoryPlayerP[3][playerid],PlayerInfo[playerid][pSendername]);
    PlayerTextDrawSetPreviewModel(playerid, InventoryP[36][playerid], PlayerInfo[playerid][pModel]);

    new str[5];

    format(str,sizeof(str),"%d%",PlayerInfo[playerid][pGolod]);
    PlayerTextDrawSetString(playerid,InventoryP[44][playerid],str);
    format(str,sizeof(str),"%d%",floatround(PlayerInfo[playerid][pHeal]));
    PlayerTextDrawSetString(playerid,InventoryP[45][playerid],str);
    format(str,sizeof(str),"%d%",floatround(PlayerInfo[playerid][pArm]));
    PlayerTextDrawSetString(playerid,InventoryP[46][playerid],str);

    PlayerTextDrawTextSize(playerid, InventoryP[43][playerid], PlayerInfo[playerid][pGolod]*0.44, 2.903702);

    for(new i = 0; i < 39; i++) TextDrawShowForPlayer(playerid,Inventory[i]);
    new weapons[7],ammo[7];
    for (new i = 0; i < 7; i++) GetPlayerWeaponData(playerid, i, weapons[i], ammo[i]);


     for(new i = 0; i < 47; i++)
     {
         if( i >= 0 && i <= 42)
         {
             if(i >= 0 && i<= 5)
            {
                 if(ammo[i+1])
                {
                    switch(weapons[i+1])
                    {
                        case 1:
                        {
                            PlayerTextDrawSetPreviewModel(playerid, InventoryP[i][playerid], InvType[324][invObj]);
                            PlayerTextDrawSetPreviewRot(playerid, InventoryP[i][playerid], InvType[324][invRot][0], InvType[324][invRot][1], InvType[324][invRot][2], InvType[324][invRot][3]);
                        }
                        case 2:
                        {
                             PlayerTextDrawSetPreviewModel(playerid, InventoryP[i][playerid], InvType[442][invObj]);
                            PlayerTextDrawSetPreviewRot(playerid, InventoryP[i][playerid], InvType[442][invRot][0], InvType[442][invRot][1], InvType[442][invRot][2], InvType[442][invRot][3]);
                        }
                        case 3:
                        {
                             PlayerTextDrawSetPreviewModel(playerid, InventoryP[i][playerid], InvType[443][invObj]);
                             PlayerTextDrawSetPreviewRot(playerid, InventoryP[i][playerid], InvType[443][invRot][0], InvType[443][invRot][1], InvType[443][invRot][2], InvType[443][invRot][3]);
                        }
                        case 5:
                        {
                             PlayerTextDrawSetPreviewModel(playerid, InventoryP[i][playerid], InvType[325][invObj]);
                             PlayerTextDrawSetPreviewRot(playerid, InventoryP[i][playerid], InvType[325][invRot][0], InvType[325][invRot][1], InvType[325][invRot][2], InvType[325][invRot][3]);
                        }
                        case 17:
                        {
                             PlayerTextDrawSetPreviewModel(playerid, InventoryP[i][playerid], InvType[328][invObj]);
                             PlayerTextDrawSetPreviewRot(playerid, InventoryP[i][playerid], InvType[328][invRot][0], InvType[328][invRot][1], InvType[328][invRot][2], InvType[328][invRot][3]);
                        }
                        case 23:
                        {
                             PlayerTextDrawSetPreviewModel(playerid, InventoryP[i][playerid], InvType[444][invObj]);
                             PlayerTextDrawSetPreviewRot(playerid, InventoryP[i][playerid], InvType[444][invRot][0], InvType[444][invRot][1], InvType[444][invRot][2], InvType[444][invRot][3]);
                        }
                        case 24:
                        {
                             PlayerTextDrawSetPreviewModel(playerid, InventoryP[i][playerid], InvType[329][invObj]);
                             PlayerTextDrawSetPreviewRot(playerid, InventoryP[i][playerid], InvType[329][invRot][0], InvType[329][invRot][1], InvType[329][invRot][2], InvType[329][invRot][3]);
                        }
                        case 25:
                        {
                             PlayerTextDrawSetPreviewModel(playerid, InventoryP[i][playerid], InvType[330][invObj]);
                             PlayerTextDrawSetPreviewRot(playerid, InventoryP[i][playerid], InvType[330][invRot][0], InvType[330][invRot][1], InvType[330][invRot][2], InvType[330][invRot][3]);
                        }
                        case 28:
                        {
                             PlayerTextDrawSetPreviewModel(playerid, InventoryP[i][playerid], InvType[336][invObj]);
                             PlayerTextDrawSetPreviewRot(playerid, InventoryP[i][playerid], InvType[336][invRot][0], InvType[336][invRot][1], InvType[336][invRot][2], InvType[336][invRot][3]);
                        }
                        case 29:
                        {
                             PlayerTextDrawSetPreviewModel(playerid, InventoryP[i][playerid], InvType[331][invObj]);
                             PlayerTextDrawSetPreviewRot(playerid, InventoryP[i][playerid], InvType[331][invRot][0], InvType[331][invRot][1], InvType[331][invRot][2], InvType[331][invRot][3]);
                        }
                        case 30:
                        {
                            PlayerTextDrawSetPreviewModel(playerid, InventoryP[i][playerid], InvType[332][invObj]);
                            PlayerTextDrawSetPreviewRot(playerid, InventoryP[i][playerid], InvType[332][invRot][0], InvType[332][invRot][1], InvType[332][invRot][2], InvType[332][invRot][3]);
                        }
                         case 31:
                        {
                             PlayerTextDrawSetPreviewModel(playerid, InventoryP[i][playerid], InvType[333][invObj]);
                              PlayerTextDrawSetPreviewRot(playerid, InventoryP[i][playerid], InvType[333][invRot][0], InvType[333][invRot][1], InvType[333][invRot][2], InvType[333][invRot][3]);
                        }
                         case 33:
                        {
                             PlayerTextDrawSetPreviewModel(playerid, InventoryP[i][playerid], InvType[334][invObj]);
                             PlayerTextDrawSetPreviewRot(playerid, InventoryP[i][playerid], InvType[334][invRot][0], InvType[334][invRot][1], InvType[334][invRot][2], InvType[334][invRot][3]);
                        }
                         case 34:
                        {
                             PlayerTextDrawSetPreviewModel(playerid, InventoryP[i][playerid], InvType[335][invObj]);
                             PlayerTextDrawSetPreviewRot(playerid, InventoryP[i][playerid], InvType[335][invRot][0], InvType[335][invRot][1], InvType[335][invRot][2], InvType[335][invRot][3]);
                        }

                    }
                    PlayerTextDrawShow(playerid,InvAmm[playerid][i]);
                     format(str,sizeof(str),"%d",ammo[i+1]);
                    PlayerTextDrawSetString(playerid,InvAmm[playerid][i],str);
                 }
                 else
                 {
                    PlayerTextDrawSetPreviewModel(playerid, InventoryP[i][playerid], InvType[0][invObj]);
                    PlayerTextDrawSetPreviewRot(playerid, InventoryP[i][playerid], InvType[0][invRot][0], InvType[0][invRot][1], InvType[0][invRot][2], InvType[0][invRot][3]);
                 }
            }

            if(i > 5 && i < 36)
            {
                 if(InvInfo[playerid][iSlot][i-6])
                 {
                    PlayerTextDrawSetPreviewModel(playerid, InventoryP[i][playerid], InvType[InvInfo[playerid][iSlot][i-6]][invObj]);
                    PlayerTextDrawSetPreviewRot(playerid, InventoryP[i][playerid], InvType[InvInfo[playerid][iSlot][i-6]][invRot][0], InvType[InvInfo[playerid][iSlot][i-6]][invRot][1], InvType[InvInfo[playerid][iSlot][i-6]][invRot][2], InvType[InvInfo[playerid][iSlot][i-6]][invRot][3]);
             //        PlayerTextDrawBackgroundColor(playerid, InventoryP[i][playerid], 0x8C8C8C00);
                     PlayerTextDrawShow(playerid,InvAmm[playerid][i]);
                     format(str,sizeof(str),"%d",InvInfo[playerid][iKol][i-6]);
                    PlayerTextDrawSetString(playerid,InvAmm[playerid][i],str);
                 }
                 else
                 {
                     PlayerTextDrawSetPreviewModel(playerid, InventoryP[i][playerid], InvType[0][invObj]);
                    PlayerTextDrawSetPreviewRot(playerid, InventoryP[i][playerid], InvType[0][invRot][0], InvType[0][invRot][1], InvType[0][invRot][2], InvType[0][invRot][3]);
                 }
            }
             if(i >= 37 && i<= 42)
             {

                for(new x = 338; x < 434; x++)
                {
                    if(InvType[x][invObj] != PlayerInfo[playerid][pAcs][i-37]) continue;
                    PlayerTextDrawSetPreviewModel(playerid, InventoryP[i][playerid], InvType[x][invObj]);
                    PlayerTextDrawSetPreviewRot(playerid, InventoryP[i][playerid], InvType[x][invRot][0], InvType[x][invRot][1], InvType[x][invRot][2], InvType[x][invRot][3]);
                    break;
                }
                if(!PlayerInfo[playerid][pAcs][i-37])
                {
                    PlayerTextDrawSetPreviewModel(playerid, InventoryP[i][playerid], InvType[0][invObj]);
                    PlayerTextDrawSetPreviewRot(playerid, InventoryP[i][playerid], InvType[0][invRot][0], InvType[0][invRot][1], InvType[0][invRot][2], InvType[0][invRot][3]);
                }
             }
        }
         PlayerTextDrawShow(playerid,InventoryP[i][playerid]);

    }
     SelectTextDraw(playerid, 0xFFCC00FF);
     SetPVarInt(playerid,"InvOpen",1);
    if(!PlayerInfo[playerid][pUl][2])
    {
        TextDrawHideForPlayer(playerid,Inventory[5]);
        TextDrawHideForPlayer(playerid,Inventory[6]);
        TextDrawHideForPlayer(playerid,Inventory[7]);
        TextDrawHideForPlayer(playerid,Inventory[8]);
        TextDrawHideForPlayer(playerid,Inventory[9]);
        TextDrawHideForPlayer(playerid,Inventory[10]);
        TextDrawHideForPlayer(playerid,Inventory[13]);
        TextDrawHideForPlayer(playerid,Inventory[14]);
    }

     return 1;
}
 
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