rendering optimisations. remove the recursive flames in explosions (might need more due to the gravity change in the new flames) but more usefully, eliminate a number of redundant Tint calls
{$INCLUDE "options.inc"}
unit uDebug;
interface
procedure OutError(Msg: shortstring; isFatalError: boolean);
procedure TryDo(Assert: boolean; Msg: shortstring; isFatal: boolean); inline;
procedure SDLTry(Assert: boolean; isFatal: boolean);
implementation
uses SDLh, uConsole, uCommands;
procedure OutError(Msg: shortstring; isFatalError: boolean);
begin
WriteLnToConsole(Msg);
if isFatalError then
begin
ParseCommand('fatal ' + GetLastConsoleLine, true);
SDL_Quit;
halt(1)
end
end;
procedure TryDo(Assert: boolean; Msg: shortstring; isFatal: boolean);
begin
if not Assert then OutError(Msg, isFatal)
end;
procedure SDLTry(Assert: boolean; isFatal: boolean);
begin
if not Assert then OutError(SDL_GetError, isFatal)
end;
end.