diff --git a/src/game/g_game.pas b/src/game/g_game.pas
index 81eade6f2a55ab1d42b15ba88d88cc92570d7961..b2c3dc06b4533c45e59df0fb5262c79780f75ae2 100644 (file)
--- a/src/game/g_game.pas
+++ b/src/game/g_game.pas
tagmask: Integer;
pan: TPanel;
begin
- profileFrameDraw.sectionBegin(profname);
+ if (profileFrameDraw <> nil) then profileFrameDraw.sectionBegin(profname);
if gdbg_map_use_accel_render then
begin
tagmask := panelTypeToTag(panType);
begin
if doDraw then g_Map_DrawPanels(panType, hasAmbient, ambColor);
end;
- profileFrameDraw.sectionEnd();
+ if (profileFrameDraw <> nil) then profileFrameDraw.sectionEnd();
end;
procedure drawOther (profname: AnsiString; cb: TDrawCB);
begin
- profileFrameDraw.sectionBegin(profname);
+ if (profileFrameDraw <> nil) then profileFrameDraw.sectionBegin(profname);
if assigned(cb) then cb();
- profileFrameDraw.sectionEnd();
+ if (profileFrameDraw <> nil) then profileFrameDraw.sectionEnd();
end;
begin
- profileFrameDraw.sectionBegin('total');
+ if (profileFrameDraw <> nil) then 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('collect');
+ if (profileFrameDraw <> nil) then profileFrameDraw.sectionBegin('collect');
if gdbg_map_use_accel_render then
begin
g_Map_CollectDrawPanels(sX, sY, sWidth, sHeight);
end;
- profileFrameDraw.sectionEnd();
+ if (profileFrameDraw <> nil) then profileFrameDraw.sectionEnd();
- profileFrameDraw.sectionBegin('skyback');
+ if (profileFrameDraw <> nil) then profileFrameDraw.sectionBegin('skyback');
g_Map_DrawBack(backXOfs, backYOfs);
- profileFrameDraw.sectionEnd();
+ if (profileFrameDraw <> nil) then profileFrameDraw.sectionEnd();
if setTransMatrix then
begin
g_Player_DrawHealth();
end;
- profileFrameDraw.mainEnd(); // map rendering
+ if (profileFrameDraw <> nil) then profileFrameDraw.mainEnd(); // map rendering
end;
end;
if (profileFrameDraw = nil) then profileFrameDraw := TProfiler.Create('RENDER', g_profile_history_size);
- profileFrameDraw.mainBegin(g_profile_frame_draw);
+ if (profileFrameDraw <> nil) then profileFrameDraw.mainBegin(g_profile_frame_draw);
gPlayerDrawn := p;
px: Integer = -1;
py: Integer = -1;
begin
- if g_profile_frame_draw then px := px-drawProfiles(px, py, profileFrameDraw);
- if g_profile_collision then begin px := px-drawProfiles(px, py, profMapCollision); py -= calcProfilesHeight(profMonsLOS); end;
- if g_profile_los then begin px := px-drawProfiles(px, py, profMonsLOS); py -= calcProfilesHeight(profMonsLOS); end;
+ if g_profile_frame_draw and (profileFrameDraw <> nil) then px := px-drawProfiles(px, py, profileFrameDraw);
+ if g_profile_collision and (profMapCollision <> nil) then begin px := px-drawProfiles(px, py, profMapCollision); py -= calcProfilesHeight(profMonsLOS); end;
+ if g_profile_los and (profMonsLOS <> nil) then begin px := px-drawProfiles(px, py, profMonsLOS); py -= calcProfilesHeight(profMonsLOS); end;
end;
procedure g_Game_Draw();