Optimize some code by manual inlining
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@@ -41,12 +41,26 @@ void SceneRendering::Draw(RenderContext& renderContext)
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{
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for (int32 i = 0; i < Actors.Count(); i++)
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{
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auto e = Actors[i];
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auto e = Actors.Get()[i];
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e.Bounds.Center -= origin;
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if (view.RenderLayersMask.Mask & e.LayerMask && (e.NoCulling || frustum.Intersects(e.Bounds)) && e.Actor->GetStaticFlags() & view.StaticFlagsMask)
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{
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#if SCENE_RENDERING_USE_PROFILER
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PROFILE_CPU_ACTOR(e.Actor);
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#endif
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e.Actor->Draw(renderContext);
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}
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}
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}
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else if (origin.IsZero())
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{
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for (int32 i = 0; i < Actors.Count(); i++)
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{
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auto e = Actors.Get()[i];
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if (view.RenderLayersMask.Mask & e.LayerMask && (e.NoCulling || frustum.Intersects(e.Bounds)))
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{
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#if SCENE_RENDERING_USE_PROFILER
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PROFILE_CPU_ACTOR(e.Actor);
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#endif
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e.Actor->Draw(renderContext);
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}
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@@ -56,7 +70,7 @@ void SceneRendering::Draw(RenderContext& renderContext)
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{
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for (int32 i = 0; i < Actors.Count(); i++)
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{
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auto e = Actors[i];
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auto e = Actors.Get()[i];
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e.Bounds.Center -= origin;
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if (view.RenderLayersMask.Mask & e.LayerMask && (e.NoCulling || frustum.Intersects(e.Bounds)))
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{
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