// 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); }