// called at the start of each level from HUD_init. Use Hud_shield_init so we only init Shield_gauges[] once. void hud_shield_level_init() { int i; hud_shield_hit_reset(1); // reset for the player if ( Hud_shield_inited ) { return; } for ( i = 0; i < MAX_SHIELD_ICONS; i++ ) { Shield_gauges[i].first_frame = -1; Shield_gauges[i].num_frames = 0; } Hud_shield_inited = 1; if ( !Shield_mini_loaded ) { Shield_mini_gauge.first_frame = bm_load_animation(Shield_mini_fname[gr_screen.res], &Shield_mini_gauge.num_frames); if ( Shield_mini_gauge.first_frame == -1 ) { Warning(LOCATION, "Could not load in the HUD shield ani: Shield_mini_fname[gr_screen.res]\n"); return; } Shield_mini_loaded = 1; } }
// called at the start of each level from HUD_init. Use Hud_shield_init so we only init Shield_gauges[] once. void hud_shield_level_init() { unsigned int i; hud_frames temp; hud_shield_hit_reset(Player_obj, 1); // reset for the player if ( !Hud_shield_inited ) { for ( i = 0; i < Hud_shield_filenames.size(); i++ ) { Shield_gauges.push_back(temp); Shield_gauges.at(i).first_frame = -1; Shield_gauges.at(i).num_frames = 0; } Hud_shield_inited = 1; } Shield_mini_gauge.first_frame = bm_load_animation("targhit1", &Shield_mini_gauge.num_frames); if ( Shield_mini_gauge.first_frame == -1 ) { Warning(LOCATION, "Could not load in the HUD shield ani: targhit1\n"); return; } Shield_mini_loaded = 1; }
// called at the start of each level from HUD_init. Use Hud_shield_init so we only init Shield_gauges[] once. void hud_shield_level_init() { int i; hud_shield_hit_reset(1); // reset for the player if (!Hud_shield_inited) { for (i = 0; i < MAX_SHIELD_ICONS; i++) { Shield_gauges[i].first_frame = -1; Shield_gauges[i].num_frames = 0; } Hud_shield_inited = 1; } //Shield_mini_gauge.first_frame = bm_load_animation(current_hud->Shield_mini_fname, &Shield_mini_gauge.num_frames); //if ( Shield_mini_gauge.first_frame == -1 ) { // Warning(LOCATION, "Could not load in the HUD shield ani: Shield_mini_fname\n"); // return; //} //Shield_mini_loaded = 1; }