DEADSOFTWARE

removed unused function
[d2df-sdl.git] / src / game / g_game.pas
index a50ce72609f18dfddfa5d3781b785dd0b16ad684..497567b23ccf7e36e3e8e5f011c411211d65502c 100644 (file)
@@ -2758,40 +2758,40 @@ type
   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
@@ -2838,7 +2838,7 @@ 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;
@@ -3266,7 +3266,7 @@ begin
                      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();
@@ -4241,19 +4241,7 @@ begin
       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
@@ -6869,8 +6857,8 @@ 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;