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fix debug display in town

pull/3518/head
qndel 4 years ago committed by Anders Jenbo
parent
commit
4072bd351f
  1. 4
      Source/scrollrt.cpp

4
Source/scrollrt.cpp

@ -842,7 +842,6 @@ void DrawDungeon(const Surface &out, Point tilePosition, Point targetBufferPosit
if (DebugVision && IsTileLit(tilePosition)) {
CelClippedDrawTo(out, targetBufferPosition, *pSquareCel, 1);
}
DebugCoordsMap[tilePosition.x + tilePosition.y * MAXDUNX] = targetBufferPosition;
#endif
if (MissilePreFlag) {
@ -978,6 +977,9 @@ void DrawTileContent(const Surface &out, Point tilePosition, Point targetBufferP
for (int i = 0; i < rows; i++) {
for (int j = 0; j < columns; j++) {
if (InDungeonBounds(tilePosition)) {
#ifdef _DEBUG
DebugCoordsMap[tilePosition.x + tilePosition.y * MAXDUNX] = targetBufferPosition;
#endif
if (tilePosition.x + 1 < MAXDUNX && tilePosition.y - 1 >= 0 && targetBufferPosition.x + TILE_WIDTH <= gnScreenWidth) {
// Render objects behind walls first to prevent sprites, that are moving
// between tiles, from poking through the walls as they exceed the tile bounds.

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