diff --git a/Source/scrollrt.cpp b/Source/scrollrt.cpp index 7cdeef202..d2b08a387 100644 --- a/Source/scrollrt.cpp +++ b/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.