Exemplo n.º 1
0
void HudGaugeRadarStd::drawBlipsSorted(int distort)
{
	current_target_x = 0;
	current_target_y = 0;
	// draw dim blips first, then bright blips
	for (int is_bright = 0; is_bright < 2; is_bright++)
	{
		drawBlips(BLIP_TYPE_JUMP_NODE, is_bright, distort);
		drawBlips(BLIP_TYPE_WARPING_SHIP, is_bright, distort);
		drawBlips(BLIP_TYPE_NAVBUOY_CARGO, is_bright, distort);
		drawBlips(BLIP_TYPE_NORMAL_SHIP, is_bright, distort);
		drawBlips(BLIP_TYPE_BOMB, is_bright, distort);
		drawBlips(BLIP_TYPE_TAGGED_SHIP, is_bright, distort);
	}
	// draw crosshairs last - if at all.
	if(radar_target_id_flags & RTIF_CROSSHAIRS) {
		drawCrosshairs(current_target_x, current_target_y);
	}
}
Exemplo n.º 2
0
void HudGaugeRadarOrb::drawBlipsSorted(int distort)
{
    g3_start_instance_matrix(&vmd_zero_vector, &view_perturb, false);

    vm_vec_zero(&target_position);
    // draw dim blips first, then bright blips
    for (int is_bright = 0; is_bright < 2; is_bright++)
    {
        drawBlips(BLIP_TYPE_JUMP_NODE, is_bright, distort);
        drawBlips(BLIP_TYPE_WARPING_SHIP, is_bright, distort);
        drawBlips(BLIP_TYPE_NAVBUOY_CARGO, is_bright, distort);
        drawBlips(BLIP_TYPE_NORMAL_SHIP, is_bright, distort);
        drawBlips(BLIP_TYPE_BOMB, is_bright, distort);
        drawBlips(BLIP_TYPE_TAGGED_SHIP, is_bright, distort);
    }

    if (radar_target_id_flags & RTIF_CROSSHAIRS) {
        drawCrosshairs(target_position);
    }

    g3_done_instance(false);
}
void HudGaugeRadarDradis::drawBlipsSorted(int distort)
{
	matrix base_tilt = vmd_identity_matrix;
	
	vm_angle_2_matrix(&base_tilt, -PI/6, 0);
	
	for(int is_bright = 0; is_bright < 2; is_bright++) {
		sub_y_clip = true;
		g3_start_instance_matrix(&vmd_zero_vector, /*&Player_obj->orient*/&base_tilt, true);
			drawBlips(BLIP_TYPE_BOMB, is_bright, distort);
			drawBlips(BLIP_TYPE_JUMP_NODE, is_bright, distort);
			drawBlips(BLIP_TYPE_NORMAL_SHIP, is_bright, distort);
			drawBlips(BLIP_TYPE_TAGGED_SHIP, is_bright, distort);
			drawBlips(BLIP_TYPE_WARPING_SHIP, is_bright, distort);
			drawBlips(BLIP_TYPE_NAVBUOY_CARGO, is_bright, distort);
		g3_done_instance(true);
		
		drawOutlinesHtl();

		sub_y_clip = false;
		g3_start_instance_matrix(&vmd_zero_vector, /*&Player_obj->orient*/&base_tilt, true);
			drawBlips(BLIP_TYPE_BOMB, is_bright, distort);
			drawBlips(BLIP_TYPE_JUMP_NODE, is_bright, distort);
			drawBlips(BLIP_TYPE_NORMAL_SHIP, is_bright, distort);
			drawBlips(BLIP_TYPE_TAGGED_SHIP, is_bright, distort);
			drawBlips(BLIP_TYPE_WARPING_SHIP, is_bright, distort);
			drawBlips(BLIP_TYPE_NAVBUOY_CARGO, is_bright, distort);
		g3_done_instance(true);
	}
}