I tried to make this condition more efficient, did I suceed?

afisakov

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I have a somewhat streamlined trigger condition derived from gui shown here
Code:
function Trig_qnlm2_Func0021113001001 takes nothing returns boolean
    return(IsUnitAliveBJ(GetFilterUnit())==true)
endfunction
function Trig_qnlm2_Func0021113001002 takes nothing returns boolean
    return(IsUnitEnemy(GetFilterUnit(),GetOwningPlayer(udg_units24[7]))==true)
endfunction
function Trig_qnlm2_Func0021113001 takes nothing returns boolean
    return GetBooleanAnd(Trig_qnlm2_Func0021113001001(),Trig_qnlm2_Func0021113001002())
endfunction
function Trig_qnlm2_Func0021113002 takes nothing returns boolean
    return(IsUnitInGroup(GetFilterUnit(),udg_group11)==false)
endfunction
function Trig_qnlm2_Func0021113 takes nothing returns boolean
    return GetBooleanAnd(Trig_qnlm2_Func0021113001(),Trig_qnlm2_Func0021113002())
endfunction
This is used to decide what units go into a series of unit groups and the trigger runs quiet often, every .04 s for 1.5 seconds every time ability cast. I was hoping to decrease lag by making conditions more efficient and want to know if my new method is actually better.

Code:
function Trig_qnlm2_Func0021113_mine takes nothing returns boolean
if IsUnitInGroup(GetFilterUnit(),udg_group11) then
    return false
elseif (IsUnitAliveBJ(GetFilterUnit())==false) then
    return false
elseif IsUnitEnemy(GetFilterUnit(),GetOwningPlayer(udg_units24[7])) then
    return true
else
    return false
endif
endfunction
1. is it an improvement over the first, hopefully a marked improvement
2. If you know a way to make it execute more efficiently let me know, would love to improve
 

afisakov

You can change this now in User CP.
JASS:
function Trig_qnlm2_Func0021113 takes nothing returns boolean
return IsUnitAliveBJ(GetFilterUnit()) and IsUnitEnemy(GetFilterUnit(),GetOwningPlayer(udg_units24[7])) and IsUnitInGroup(GetFilterUnit(),udg_group11)==false
endfunction
thank you

follow up question

Do you know how wc3 processes that function?
if "IsUnitAliveBJ(GetFilterUnit())" is false does it still check the other 2 "and" conditions, i.e. enemy and unit group, or does it return false right away. The rational behind my attempt to make it elseif was hoping to avoid the other checks once one proved false, since this trigger runs many times per second in a relatively limited area.
 
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