I looked at the ASM code of a release build with all optimizations turned on, and here is one of the inlined function I came across:
0061F854 mov eax,[$00630bec]
0061F859 mov eax,[$00630e3c]
0061F85E mov edx,$00000001
0061F863 mov eax,[eax+edx*4]
0061F866 cmp byte ptr [eax],$01
0061F869 jnz $0061fa83
The code is pretty easy to understand, it builds an offset (1) into a table, compares the byte value from it to 1 and do a jump if NZ. I know the pointer to my table is stored in $00630e3c, but I have no idea where $00630bec is coming from.
Why is there two move to eax one after the other? Isn't the first one overwritten by the second one? Can this be a cache optimization thing or am I missing something unbelievably obvious/obscure?
The Delphi code for the above ASM is as follow:
if( TGameSignals.IsSet( EmitParticleSignal ) = True ) then [...]
IsSet() is an inlined class function and calls the inlined IsSet() function of TSignalManager:
class function TGameSignals.IsSet(Signal: PBucketSignal): Boolean;
begin
Result := FSignalManagerInstance.IsSet( Signal );
end;
The final IsSet of the signal manager is as such:
function TSignalManagerInstance.IsSet( Signal: PBucketSignal ): Boolean;
begin
Result := Signal.Pending;
end;