Recycling array values inside loops.

Larcenist

REP: Respect, Envy, Prosperity?
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What's the most efficient way of passing data from an array to a lower array inside a loop, to recycle the variable?

Recycling this part of the code:

JASS:
            if data.currentfaderate > data.endfaderate then
                call PauseTimer(Timer<i>)
                call DestroyTimer(Timer<i>)
                if data.turnback == true then
                    call SetUnitVertexColor(data.fadeunit, data.red, data.green, data.blue, 255)
                endif
                call data.destroy()
                
                set Timer<i> = null
                set Timer<i> = Timer[Counter]       //This line
                set Data<i> = Data[Counter]        //And this line
                set Counter = Counter - 1
            else</i></i></i></i></i>


The whole code:
JASS:
library FadeUnit

private struct SData
    unit fadeunit
    real currentfaderate
    real endfaderate
    real fadeamount
    integer red
    integer green
    integer blue
    boolean turnback
endstruct

globals
    private timer array Timer
    private SData array Data
    
    private integer Counter = 0
    private real TimerPeriod = 0.05
endglobals

private function FadeUnitTimedTimerCallback takes nothing returns nothing
    local SData data
    local integer i = Counter
    local integer Alpha
    loop
        exitwhen i &lt;= 0
        if Timer<i> == GetExpiredTimer() then
            set data = Data<i>
            set data.currentfaderate = data.currentfaderate + data.fadeamount
            if data.currentfaderate &gt; data.endfaderate then
                call PauseTimer(Timer<i>)
                call DestroyTimer(Timer<i>)
                if data.turnback == true then
                    call SetUnitVertexColor(data.fadeunit, data.red, data.green, data.blue, 255)
                endif
                call data.destroy()
                
                set Timer<i> = null
                set Timer<i> = Timer[Counter]
                set Data<i> = Data[Counter]
                set Counter = Counter - 1
            else
                set Alpha = R2I((100 - data.currentfaderate) * I2R(255) * 0.01)
                
                if Alpha &lt; 0 then
                    set Alpha = 0
                elseif Alpha &gt; 255 then
                    set Alpha = 255
                endif
                call SetUnitVertexColor(data.fadeunit, data.red, data.green, data.blue, Alpha)
            endif
        endif
        set i = i - 1
    endloop
            
endfunction

function FadeUnitTimed takes unit u, integer red, integer green, integer blue, real startfade, real endfade, real fadetime, boolean turnback returns nothing
    local SData data
    local integer Alpha
    
    set Counter = Counter + 1
    
    if Timer[Counter] == null then
        set data = SData.create()
        set Timer[Counter] = CreateTimer()
        set Data[Counter] = data
        set data.fadeunit = u
        set data.endfaderate = endfade
        set data.fadeamount = ((endfade - startfade) / fadetime) * TimerPeriod
        set data.currentfaderate = data.fadeamount
        set data.red = red
        set data.green = green
        set data.blue = blue
        set data.turnback = turnback
        set Alpha = R2I((100 - data.fadeamount) * I2R(255) * 0.01)
        if Alpha &lt; 0 then
            set Alpha = 0
        elseif Alpha &gt; 255 then
            set Alpha = 255
        endif
        
        call SetUnitVertexColor(u, red, green, blue, Alpha)
        call TimerStart(Timer[Counter], TimerPeriod, true, function FadeUnitTimedTimerCallback)
    else
        call BJDebugMsg(&quot;Timer is not nulled or still in use&quot;)
    endif
    
endfunction

endlibrary</i></i></i></i></i></i></i>
 
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