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For DNCOORDS display, add current sprite count and #inserted sprites / last sec.
Only in debugging builds. git-svn-id: https://svn.eduke32.com/eduke32@3808 1a8010ca-5511-0410-912e-c29ae57300e0
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e3a85f4083
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3 changed files with 29 additions and 4 deletions
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@ -1765,6 +1765,13 @@ static void G_PrintFPS(void)
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// yxaspect and viewingrange just before the 'main' drawrooms call
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static int32_t dr_yxaspect, dr_viewingrange;
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#ifdef DEBUGGINGAIDS
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static struct {
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uint32_t lastgtic;
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uint32_t lastnumins, numins;
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} g_spriteStat;
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#endif
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static void G_PrintCoords(int32_t snum)
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{
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const int32_t x = 250;
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@ -1802,7 +1809,19 @@ static void G_PrintCoords(int32_t snum)
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printext256(x,y+54,31,-1,tempbuf,0);
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Bsprintf(tempbuf,"GAMETIC= %d",g_moveThingsCount);
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printext256(x,y+63,31,-1,tempbuf,0);
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#ifdef DEBUGGINGAIDS
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Bsprintf(tempbuf,"NUMSPRITES= %d", Numsprites);
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printext256(x,y+72,31,-1,tempbuf,0);
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if (g_moveThingsCount > g_spriteStat.lastgtic + REALGAMETICSPERSEC)
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{
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g_spriteStat.lastgtic = g_moveThingsCount;
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g_spriteStat.lastnumins = g_spriteStat.numins;
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g_spriteStat.numins = 0;
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}
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Bsprintf(tempbuf,"INSERTIONS/s= %u", g_spriteStat.lastnumins);
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printext256(x,y+81,31,-1,tempbuf,0);
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y += 2*9;
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#endif
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y += 7;
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Bsprintf(tempbuf,"VR=%.03f YX=%.03f",(double)dr_viewingrange/65536.0,(double)dr_yxaspect/65536.0);
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printext256(x,y+72,31,-1,tempbuf,0);
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@ -4139,6 +4158,10 @@ int32_t A_InsertSprite(int32_t whatsect,int32_t s_x,int32_t s_y,int32_t s_z,int3
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G_GameExit("Too many sprites spawned.");
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}
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#ifdef DEBUGGINGAIDS
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g_spriteStat.numins++;
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#endif
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s = &sprite[i];
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Bmemcpy(s, &spr_temp, sizeof(spritetype));
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@ -134,6 +134,7 @@ local function sb_get_initial_strbuf()
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return {
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"local nan, inf = 0/0, 1/0",
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"local t, f = true, false",
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"local pairs = assert(pairs)",
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-- Clear table function:
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"local function ct(t)",
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" for k in pairs(t) do t[k]=nil end",
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@ -1057,14 +1057,15 @@ static void sv_makevarspec()
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static char *magic = "blK:vars";
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int32_t i, j, numsavedvars=0, per;
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if (svgm_vars)
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Bfree(svgm_vars);
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for (i=0; i<g_gameVarCount; i++)
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numsavedvars += (aGameVars[i].dwFlags&SV_SKIPMASK) ? 0 : 1;
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Bfree(svgm_vars);
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svgm_vars = (dataspec_t *)Bmalloc((numsavedvars+g_gameArrayCount+2)*sizeof(dataspec_t));
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if (svgm_vars == NULL)
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G_GameExit("OUT OF MEMORY in sv_makevarspec()\n");
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svgm_vars[0].flags = DS_STRING;
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svgm_vars[0].ptr = magic;
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svgm_vars[0].cnt = 1;
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