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); } }
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); } }