- 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)
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4 changed files with 16 additions and 4 deletions
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@ -2192,8 +2192,8 @@ void P_PlayerThink (player_t *player)
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if (debugfile && !(player->cheats & CF_PREDICTING))
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{
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fprintf (debugfile, "tic %d for pl %td: (%d, %d, %d, %u) b:%02x p:%d y:%d f:%d s:%d u:%d\n",
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gametic, player-players, player->mo->x, player->mo->y, player->mo->z,
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fprintf (debugfile, "tic %d for pl %d: (%d, %d, %d, %u) b:%02x p:%d y:%d f:%d s:%d u:%d\n",
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gametic, (int)(player-players), player->mo->x, player->mo->y, player->mo->z,
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player->mo->angle>>ANGLETOFINESHIFT, player->cmd.ucmd.buttons,
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player->cmd.ucmd.pitch, player->cmd.ucmd.yaw, player->cmd.ucmd.forwardmove,
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player->cmd.ucmd.sidemove, player->cmd.ucmd.upmove);
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