- Added tracking of time spent specifically in running action functions. I feel kind of stupid

about this now. I spent three days trying to figure out why the VC++ debug version was so slow.
  It turns out I had a conditional breakpoint set in a high-traffic area. D'oh!

The rest of this stuff should get merged into trunk:

- Fixed: Writing to debugfile uses the standard fprintf, which does not understand %td on VC++.
- Fixed: Instead of crashing when a sprite has been scaled to 0, just don't draw it.

SVN r3896 (scripting)
This commit is contained in:
Randy Heit 2012-10-21 03:46:17 +00:00
commit 47eec0b275
4 changed files with 16 additions and 4 deletions

View file

@ -50,6 +50,7 @@
#include "templates.h"
#include "cmdlib.h"
#include "g_level.h"
#include "stats.h"
extern void LoadActors ();
extern void InitBotStuff();
@ -58,13 +59,17 @@ extern void ClearStrifeTypes();
TArray<PClassActor *> PClassActor::AllActorClasses;
FRandom FState::pr_statetics;
cycle_t ActionCycles;
bool FState::CallAction(AActor *self, AActor *stateowner)
{
if (ActionFunc != NULL)
{
VMFrameStack stack;
ActionCycles.Clock();
static VMFrameStack stack;
VMValue params[3] = { self, stateowner, VMValue(this, ATAG_STATE) };
stack.Call(ActionFunc, params, countof(params), NULL, 0, NULL);
ActionCycles.Unclock();
return true;
}
else