bool handleCallbacks();
void processQueues();
void updateProfilers(const RunStats &stats, const FpsControl &draw_times, f32 dtime);
- void updateBasicDebugState();
+ void updateDebugState();
void updateStats(RunStats *stats, const FpsControl &draw_times, f32 dtime);
void updateProfilerGraphs(ProfilerGraph *graph);
updatePlayerControl(cam_view);
step(&dtime);
processClientEvents(&cam_view_target);
- updateBasicDebugState();
+ updateDebugState();
updateCamera(draw_times.busy_time, dtime);
updateSound(dtime);
processPlayerInteraction(dtime, m_game_ui->m_flags.show_hud,
shader_src->processQueue();
}
-void Game::updateBasicDebugState()
+void Game::updateDebugState()
{
+ bool has_basic_debug = client->checkPrivilege("basic_debug");
+ bool has_debug = client->checkPrivilege("debug");
+
if (m_game_ui->m_flags.show_basic_debug) {
- if (!client->checkPrivilege("basic_debug")) {
+ if (!has_basic_debug) {
m_game_ui->m_flags.show_basic_debug = false;
- hud->disableBlockBounds();
}
} else if (m_game_ui->m_flags.show_minimal_debug) {
- if (client->checkPrivilege("basic_debug")) {
+ if (has_basic_debug) {
m_game_ui->m_flags.show_basic_debug = true;
}
}
+ if (!has_basic_debug)
+ hud->disableBlockBounds();
+ if (!has_debug)
+ draw_control->show_wireframe = false;
}
void Game::updateProfilers(const RunStats &stats, const FpsControl &draw_times,