Add more elements to .tmp2 list, use local varibles instead of constantly accessing sample.particle.type
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46dc5da455
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@ -2236,26 +2236,28 @@ void GameView::OnDraw()
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alpha = 50;
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std::stringstream sampleInfo;
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sampleInfo.precision(2);
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if(sample.particle.type)
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int type = sample.particle.type;
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if (type)
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{
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int ctype = sample.particle.ctype;
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if (sample.particle.type == PT_PIPE || sample.particle.type == PT_PPIP)
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if (type == PT_PIPE || type == PT_PPIP)
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ctype = sample.particle.tmp&0xFF;
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if (sample.particle.type == PT_PHOT || sample.particle.type == PT_BIZR || sample.particle.type == PT_BIZRG || sample.particle.type == PT_BIZRS || sample.particle.type == PT_FILT || sample.particle.type == PT_BRAY)
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if (type == PT_PHOT || type == PT_BIZR || type == PT_BIZRG || type == PT_BIZRS || type == PT_FILT || type == PT_BRAY)
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wavelengthGfx = ctype;
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if(showDebug)
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if (showDebug)
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{
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if (sample.particle.type == PT_LAVA && c->IsValidElement(ctype))
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if (type == PT_LAVA && c->IsValidElement(ctype))
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sampleInfo << "Molten " << c->ElementResolve(ctype, -1);
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else if ((sample.particle.type == PT_PIPE || sample.particle.type == PT_PPIP) && c->IsValidElement(ctype))
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sampleInfo << c->ElementResolve(sample.particle.type, -1) << " with " << c->ElementResolve(ctype, (int)sample.particle.pavg[1]);
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else if (sample.particle.type == PT_LIFE)
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sampleInfo << c->ElementResolve(sample.particle.type, sample.particle.ctype);
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else if (sample.particle.type == PT_FILT)
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else if ((type == PT_PIPE || type == PT_PPIP) && c->IsValidElement(ctype))
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sampleInfo << c->ElementResolve(type, -1) << " with " << c->ElementResolve(ctype, (int)sample.particle.pavg[1]);
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else if (type == PT_LIFE)
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sampleInfo << c->ElementResolve(type, ctype);
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else if (type == PT_FILT)
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{
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sampleInfo << c->ElementResolve(sample.particle.type, sample.particle.ctype);
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sampleInfo << c->ElementResolve(type, ctype);
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const char* filtModes[] = {"set colour", "AND", "OR", "subtract colour", "red shift", "blue shift", "no effect", "XOR", "NOT", "old QRTZ scattering"};
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if (sample.particle.tmp>=0 && sample.particle.tmp<=9)
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sampleInfo << " (" << filtModes[sample.particle.tmp] << ")";
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@ -2264,11 +2266,11 @@ void GameView::OnDraw()
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}
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else
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{
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sampleInfo << c->ElementResolve(sample.particle.type, sample.particle.ctype);
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sampleInfo << c->ElementResolve(type, ctype);
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if (wavelengthGfx)
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sampleInfo << " (" << ctype << ")";
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// Some elements store extra LIFE info in upper bits of ctype, instead of tmp/tmp2
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else if (sample.particle.type == PT_CRAY || sample.particle.type == PT_DRAY || sample.particle.type == PT_CONV)
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else if (type == PT_CRAY || type == PT_DRAY || type == PT_CONV)
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sampleInfo << " (" << c->ElementResolve(ctype&0xFF, ctype>>8) << ")";
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else if (c->IsValidElement(ctype))
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sampleInfo << " (" << c->ElementResolve(ctype, -1) << ")";
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@ -2279,23 +2281,22 @@ void GameView::OnDraw()
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sampleInfo << ", Life: " << sample.particle.life;
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sampleInfo << ", Tmp: " << sample.particle.tmp;
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if (sample.particle.type == PT_CRAY || sample.particle.type == PT_DRAY || sample.particle.type == PT_EXOT || sample.particle.type == PT_LIGH || sample.particle.type == PT_SOAP || sample.particle.type == PT_TRON || sample.particle.type == PT_VIBR || sample.particle.type == PT_VIRS || sample.particle.type == PT_WARP) {
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// only elements that use .tmp2 show it in the debug HUD
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if (type == PT_CRAY || type == PT_DRAY || type == PT_EXOT || type == PT_LIGH || type == PT_SOAP || type == PT_TRON || type == PT_VIBR || type == PT_VIRS || type == PT_WARP || type == PT_LCRY || type == PT_CBNW || type == PT_TSNS || type == PT_DTEC || type == PT_PSTN)
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sampleInfo << ", Tmp2: " << sample.particle.tmp2;
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}
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sampleInfo << ", Pressure: " << std::fixed << sample.AirPressure;
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}
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else
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{
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if (sample.particle.type == PT_LAVA && sample.particle.ctype > 0 && sample.particle.ctype < PT_NUM)
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sampleInfo << "Molten " << c->ElementResolve(sample.particle.ctype, -1);
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else if ((sample.particle.type == PT_PIPE || sample.particle.type == PT_PPIP) && ctype > 0 && ctype < PT_NUM)
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sampleInfo << c->ElementResolve(sample.particle.type, -1) << " with " << c->ElementResolve(ctype, (int)sample.particle.pavg[1]);
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else if (sample.particle.type == PT_LIFE)
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sampleInfo << c->ElementResolve(sample.particle.type, sample.particle.ctype);
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if (type == PT_LAVA && c->IsValidElement(ctype))
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sampleInfo << "Molten " << c->ElementResolve(ctype, -1);
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else if ((type == PT_PIPE || type == PT_PPIP) && c->IsValidElement(ctype))
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sampleInfo << c->ElementResolve(type, -1) << " with " << c->ElementResolve(ctype, (int)sample.particle.pavg[1]);
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else if (type == PT_LIFE)
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sampleInfo << c->ElementResolve(type, ctype);
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else
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sampleInfo << c->ElementResolve(sample.particle.type, sample.particle.ctype);
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sampleInfo << c->ElementResolve(type, ctype);
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sampleInfo << ", Temp: " << std::fixed << sample.particle.temp - 273.15f << " C";
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sampleInfo << ", Pressure: " << std::fixed << sample.AirPressure;
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}
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@ -2319,7 +2320,7 @@ void GameView::OnDraw()
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g->drawtext(XRES-16-textWidth, 16, (const char*)sampleInfo.str().c_str(), 255, 255, 255, alpha*0.75f);
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#ifndef OGLI
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if(wavelengthGfx)
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if (wavelengthGfx)
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{
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int i, cr, cg, cb, j, h = 3, x = XRES-19-textWidth, y = 10;
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int tmp;
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@ -2355,11 +2356,11 @@ void GameView::OnDraw()
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}
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#endif
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if(showDebug)
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if (showDebug)
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{
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sampleInfo.str(std::string());
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if(sample.particle.type)
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if (type)
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sampleInfo << "#" << sample.ParticleID << ", ";
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sampleInfo << "X:" << sample.PositionX << " Y:" << sample.PositionY;
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