void HUD_SW_Class::update_motion_sensor(short time_elapsed)
{
	if (!(GET_GAME_OPTIONS() & _motion_sensor_does_not_work) && MotionSensorActive) {
		if (motion_sensor_has_changed() || time_elapsed == NONE) {
			render_motion_sensor(time_elapsed);
			ForceUpdate = true;
			screen_rectangle *r = get_interface_rectangle(_motion_sensor_rect);
			DrawShapeAtXY(BUILD_DESCRIPTOR(_collection_interface, _motion_sensor_mount), r->left, r->top);
		}
	}
}
Esempio n. 2
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void mark_player_network_stats_as_dirty(
	short player_index)
{
	if (GET_GAME_OPTIONS()&_live_network_stats)
	{
		struct player_data *player= get_player_data(player_index);
	
		set_current_inventory_screen(player_index, _network_statistics);
		SET_INVENTORY_DIRTY_STATE(player, TRUE);
	}
	
	return;
}
Esempio n. 3
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static void update_motion_sensor(
	short time_elapsed)
{
	if(!(GET_GAME_OPTIONS() & _motion_sensor_does_not_work))
	{
		if (time_elapsed==NONE)
		{
			reset_motion_sensor(current_player_index);
		}

		motion_sensor_scan(time_elapsed);
		
		if (motion_sensor_has_changed())
		{
			screen_rectangle *destination= get_interface_rectangle(_motion_sensor_rect);

			_draw_screen_shape_at_x_y(BUILD_DESCRIPTOR(_collection_interface, 
				_motion_sensor_mount), destination->left, destination->top);
		}
	}
		
	return;
}