- moved some diagnostic CCMDs to g_dumpinfo.cpp.

This commit is contained in:
Christoph Oelckers 2019-02-01 00:14:31 +01:00
parent 5010e61309
commit 18fb7fdd81
8 changed files with 77 additions and 87 deletions

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@ -35,6 +35,7 @@
#include "c_cvars.h"
#include "g_levellocals.h"
#include "g_game.h"
CVAR (Bool, cl_spreaddecals, true, CVAR_ARCHIVE)
CVAR(Bool, var_pushers, true, CVAR_SERVERINFO);
@ -88,6 +89,23 @@ CUSTOM_CVAR (Int, cl_maxdecals, 1024, CVAR_ARCHIVE)
}
// [BC] Allow the maximum number of particles to be specified by a cvar (so people
// with lots of nice hardware can have lots of particles!).
CUSTOM_CVAR(Int, r_maxparticles, 4000, CVAR_ARCHIVE)
{
if (self == 0)
self = 4000;
else if (self > 65535)
self = 65535;
else if (self < 100)
self = 100;
if (gamestate != GS_STARTUP)
{
for (auto Level : AllLevels())
{
P_InitParticles(Level);
}
}
}

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@ -40,6 +40,7 @@
#include "d_net.h"
#include "p_setup.h"
#include "w_wad.h"
#include "v_text.h"
//==========================================================================
//
@ -250,3 +251,59 @@ CCMD(dumptags)
CCMD(dump3df)
{
if (argv.argc() > 1)
{
// Print 3D floor info for a single sector.
// This only checks the primary level.
int sec = (int)strtoll(argv[1], NULL, 10);
if ((unsigned)sec >= currentUILevel->sectors.Size())
{
Printf("Sector %d does not exist.\n", sec);
return;
}
sector_t *sector = &currentUILevel->sectors[sec];
TArray<F3DFloor*> & ffloors = sector->e->XFloor.ffloors;
for (unsigned int i = 0; i < ffloors.Size(); i++)
{
double height = ffloors[i]->top.plane->ZatPoint(sector->centerspot);
double bheight = ffloors[i]->bottom.plane->ZatPoint(sector->centerspot);
IGNORE_FORMAT_PRE
Printf("FFloor %d @ top = %f (model = %d), bottom = %f (model = %d), flags = %B, alpha = %d %s %s\n",
i, height, ffloors[i]->top.model->sectornum,
bheight, ffloors[i]->bottom.model->sectornum,
ffloors[i]->flags, ffloors[i]->alpha, (ffloors[i]->flags&FF_EXISTS) ? "Exists" : "", (ffloors[i]->flags&FF_DYNAMIC) ? "Dynamic" : "");
IGNORE_FORMAT_POST
}
}
}
//============================================================================
//
// print the group link table to the console
//
//============================================================================
CCMD(dumplinktable)
{
for (auto Level : AllLevels())
{
Printf("Portal displacements for %s:\n", Level->MapName.GetChars());
for (int x = 1; x < Level->Displacements.size; x++)
{
for (int y = 1; y < Level->Displacements.size; y++)
{
FDisplacement &disp = Level->Displacements(x, y);
Printf("%c%c(%6d, %6d)", TEXTCOLOR_ESCAPE, 'C' + disp.indirect, int(disp.pos.X), int(disp.pos.Y));
}
Printf("\n");
}
}
}

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@ -46,7 +46,6 @@
#include "p_spec.h"
#include "g_levellocals.h"
#include "actorinlines.h"
#include "maploader/maploader.h"
//==========================================================================
//
@ -859,35 +858,3 @@ int P_Find3DFloor(sector_t * sec, const DVector3 &pos, bool above, bool floor, d
return -1;
}
#include "c_dispatch.h"
CCMD (dump3df)
{
if (argv.argc() > 1)
{
// Print 3D floor info for a single sector.
// This only checks the primary level.
int sec = (int)strtoll(argv[1], NULL, 10);
if ((unsigned)sec >= currentUILevel->sectors.Size())
{
Printf("Sector %d does not exist.\n", sec);
return;
}
sector_t *sector = &currentUILevel->sectors[sec];
TArray<F3DFloor*> & ffloors=sector->e->XFloor.ffloors;
for (unsigned int i = 0; i < ffloors.Size(); i++)
{
double height=ffloors[i]->top.plane->ZatPoint(sector->centerspot);
double bheight=ffloors[i]->bottom.plane->ZatPoint(sector->centerspot);
IGNORE_FORMAT_PRE
Printf("FFloor %d @ top = %f (model = %d), bottom = %f (model = %d), flags = %B, alpha = %d %s %s\n",
i, height, ffloors[i]->top.model->sectornum,
bheight, ffloors[i]->bottom.model->sectornum,
ffloors[i]->flags, ffloors[i]->alpha, (ffloors[i]->flags&FF_EXISTS)? "Exists":"", (ffloors[i]->flags&FF_DYNAMIC)? "Dynamic":"");
IGNORE_FORMAT_POST
}
}
}

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@ -37,7 +37,6 @@
#include "actor.h"
#include "p_trace.h"
#include "p_lnspec.h"
#include "r_sky.h"
#include "p_local.h"
#include "p_maputl.h"
#include "c_cvars.h"

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@ -55,6 +55,7 @@ CVAR (Bool, r_rail_smartspiral, 0, CVAR_ARCHIVE);
CVAR (Int, r_rail_spiralsparsity, 1, CVAR_ARCHIVE);
CVAR (Int, r_rail_trailsparsity, 1, CVAR_ARCHIVE);
CVAR (Bool, r_particles, true, 0);
EXTERN_CVAR(Int, r_maxparticles);
FRandom pr_railtrail("RailTrail");
@ -116,26 +117,6 @@ inline particle_t *NewParticle (FLevelLocals *Level)
//
void P_InitParticles (FLevelLocals *);
// [BC] Allow the maximum number of particles to be specified by a cvar (so people
// with lots of nice hardware can have lots of particles!).
CUSTOM_CVAR( Int, r_maxparticles, 4000, CVAR_ARCHIVE )
{
if ( self == 0 )
self = 4000;
else if (self > 65535)
self = 65535;
else if (self < 100)
self = 100;
if ( gamestate != GS_STARTUP )
{
for (auto Level : AllLevels())
{
P_InitParticles(Level);
}
}
}
void P_InitParticles (FLevelLocals *Level)
{
const char *i;

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@ -1198,31 +1198,3 @@ bool FLevelLocals::CollectConnectedGroups(int startgroup, const DVector3 &positi
}
return retval;
}
//============================================================================
//
// print the group link table to the console
//
//============================================================================
CCMD(dumplinktable)
{
for (auto Level : AllLevels())
{
Printf("Portal displacements for %s:\n", Level->MapName.GetChars());
for (int x = 1; x < Level->Displacements.size; x++)
{
for (int y = 1; y < Level->Displacements.size; y++)
{
FDisplacement &disp = Level->Displacements(x, y);
Printf("%c%c(%6d, %6d)", TEXTCOLOR_ESCAPE, 'C' + disp.indirect, int(disp.pos.X), int(disp.pos.Y));
}
Printf("\n");
}
}
}

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@ -1,4 +0,0 @@
#ifndef __SKINS_H__
#define __SKINS_H__
#endif //__SKINS_H__

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