// hud_init_missile_lock() is called at the beginning of a mission
//
void hud_init_missile_lock()
{
	Players[Player_num].lock_indicator_start_x = -1;
	Players[Player_num].lock_indicator_start_y = -1;
	Players[Player_num].lock_indicator_visible = 0;
	Player_ai->current_target_is_locked = 0;

	Player_ai->last_secondary_index = -1;

	Rotate_time_id = 1;

	// Load in the frames need for the lead indicator
	if (!Lock_gauge_loaded) {
		/*
		Lock_gauge.first_frame = bm_load_animation(Lock_fname[gr_screen.res], &Lock_gauge.num_frames);
		if ( Lock_gauge.first_frame < 0 ) {
			Warning(LOCATION,"Cannot load hud ani: Lock_fname[gr_screen.res]\n");
		}
		*/
		hud_anim_init(&Lock_gauge, 0, 0, Lock_fname[gr_screen.res]);
		hud_anim_load(&Lock_gauge);

		hud_anim_init(&Lock_anim, 0, 0, Lockspin_fname[gr_screen.res]);
		hud_anim_load(&Lock_anim);

		Lock_gauge_loaded = 1;
		
		Lock_gauge_draw_stamp = -1;
		Lock_gauge_draw = 0;
	}
}
void HudGaugeLock::initBitmaps(char *lock_gauge_fname, char *lock_anim_fname)
{
	hud_anim_init(&Lock_gauge, 0, 0, lock_gauge_fname);
	hud_anim_load(&Lock_gauge);

	hud_anim_init(&Lock_anim, 0, 0, lock_anim_fname);
	hud_anim_load(&Lock_anim);
}