diff --git a/src/game/g_game.pas b/src/game/g_game.pas
index a50ce72609f18dfddfa5d3781b785dd0b16ad684..497567b23ccf7e36e3e8e5f011c411211d65502c 100644 (file)
--- a/src/game/g_game.pas
+++ b/src/game/g_game.pas
end;
begin
- profileFrameDraw.sectionBegin('map rendering');
+ profileFrameDraw.sectionBegin('total');
// our accelerated renderer will collect all panels to gDrawPanelList
// we can use panel tag to render level parts (see GridTagXXX in g_map.pas)
- profileFrameDraw.sectionBegin('pancollect');
+ profileFrameDraw.sectionBegin('collect');
if gdbg_map_use_accel_render then
begin
g_Map_CollectDrawPanels(sX, sY, sWidth, sHeight);
end;
profileFrameDraw.sectionEnd();
- profileFrameDraw.sectionBegin('map background');
+ profileFrameDraw.sectionBegin('skyback');
g_Map_DrawBack(backXOfs, backYOfs);
profileFrameDraw.sectionEnd();
if (setTransMatrix) then glTranslatef(transX, transY, 0);
- drawPanelType('panel_back', PANEL_BACK);
- drawPanelType('panel_step', PANEL_STEP);
+ drawPanelType('*back', PANEL_BACK);
+ drawPanelType('*step', PANEL_STEP);
drawOther('items', @g_Items_Draw);
drawOther('weapons', @g_Weapon_Draw);
drawOther('shells', @g_Player_DrawShells);
drawOther('drawall', @g_Player_DrawAll);
drawOther('corpses', @g_Player_DrawCorpses);
- drawPanelType('panel_wall', PANEL_WALL);
+ drawPanelType('*wall', PANEL_WALL);
drawOther('monsters', @g_Monsters_Draw);
- drawPanelType('panel_closedoor', PANEL_CLOSEDOOR);
+ drawPanelType('*door', PANEL_CLOSEDOOR);
drawOther('gfx', @g_GFX_Draw);
drawOther('flags', @g_Map_DrawFlags);
- drawPanelType('panel_acid1', PANEL_ACID1);
- drawPanelType('panel_acid2', PANEL_ACID2);
- drawPanelType('panel_water', PANEL_WATER);
+ drawPanelType('*acid1', PANEL_ACID1);
+ drawPanelType('*acid2', PANEL_ACID2);
+ drawPanelType('*water', PANEL_WATER);
drawOther('dynlights', @renderDynLightsInternal);
- drawPanelType('panel_fore', PANEL_FORE);
+ drawPanelType('*fore', PANEL_FORE);
if g_debug_HealthBar then
begin
Exit;
end;
- if (profileFrameDraw = nil) then profileFrameDraw := TProfiler.Create('MAP RENDER', g_profile_history_size);
+ if (profileFrameDraw = nil) then profileFrameDraw := TProfiler.Create('RENDER', g_profile_history_size);
profileFrameDraw.mainBegin(g_profile_frame_draw);
gPlayerDrawn := p;
Format('%d:%.2d:%.2d', [gTime div 1000 div 3600, (gTime div 1000 div 60) mod 60, gTime div 1000 mod 60]),
gStdFont);
- drawProfilers();
+ if gGameOn then drawProfilers();
end;
procedure g_Game_Quit();
gPlayer2 := g_Player_Get(gLMSPID2);
end;
- for i := Low(gItems) to High(gItems) do
- begin
- if gItems[i].Respawnable then
- begin
- gItems[i].QuietRespawn := True;
- gItems[i].RespawnTime := 0;
- end
- else
- begin
- g_Items_Remove(i);
- if g_Game_IsNet then MH_SEND_ItemDestroy(True, i);
- end;
- end;
+ g_Items_RestartRound();
for i := Low(gMonsters) to High(gMonsters) do
begin
gDefaultMegawadStart := s;
end;
- s := LowerCase(Find_Param_Value(pars, '-dbg-mainwad-restore'));
- if (s <> '') then
+ if (Find_Param_Value(pars, '--dbg-mainwad-restore') <> '') or
+ (Find_Param_Value(pars, '--dbg-mainwad-default') <> '') then
begin
gDefaultMegawadStart := DF_Default_Megawad_Start;
end;