Pass local_multires_gauge_graphic to draw_player_ship
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@ -2000,13 +2000,12 @@ static void draw_shield_bar(int shield, const local_multires_gauge_graphic multi
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#define CLOAK_FADE_WAIT_TIME 0x400
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static void draw_player_ship(int cloak_state,int x, int y)
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static void draw_player_ship(int cloak_state,int x, int y, const local_multires_gauge_graphic multires_gauge_graphic)
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{
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static fix cloak_fade_timer=0;
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static int cloak_fade_value=GR_FADE_LEVELS-1;
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const auto color = get_player_or_team_color(Player_num);
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PAGE_IN_GAUGE(GAUGE_SHIPS+color);
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const local_multires_gauge_graphic multires_gauge_graphic{};
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grs_bitmap *const bm = &GameBitmaps[GET_GAUGE_INDEX(GAUGE_SHIPS+color)];
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if (cloak_state)
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@ -3163,7 +3162,7 @@ void render_gauges()
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draw_afterburner_bar(Afterburner_charge, multires_gauge_graphic);
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#endif
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show_bomb_count(HUD_SCALE_X(BOMB_COUNT_X), HUD_SCALE_Y(BOMB_COUNT_Y), gr_find_closest_color(0, 0, 0), 0, 0);
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draw_player_ship(cloak, SHIP_GAUGE_X, SHIP_GAUGE_Y);
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draw_player_ship(cloak, SHIP_GAUGE_X, SHIP_GAUGE_Y, multires_gauge_graphic);
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if (Players[Player_num].flags & PLAYER_FLAGS_INVULNERABLE)
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draw_invulnerable_ship(multires_gauge_graphic);
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@ -3196,7 +3195,7 @@ void render_gauges()
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#endif
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show_bomb_count(HUD_SCALE_X(SB_BOMB_COUNT_X), HUD_SCALE_Y(SB_BOMB_COUNT_Y), gr_find_closest_color(0, 0, 0), 0, 0);
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draw_player_ship(cloak, SB_SHIP_GAUGE_X, SB_SHIP_GAUGE_Y);
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draw_player_ship(cloak, SB_SHIP_GAUGE_X, SB_SHIP_GAUGE_Y, multires_gauge_graphic);
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if (Players[Player_num].flags & PLAYER_FLAGS_INVULNERABLE)
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draw_invulnerable_ship(multires_gauge_graphic);
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@ -3225,7 +3224,7 @@ void render_gauges()
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}
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#if defined(DXX_BUILD_DESCENT_I)
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else
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draw_player_ship(cloak, SB_SHIP_GAUGE_X, SB_SHIP_GAUGE_Y);
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draw_player_ship(cloak, SB_SHIP_GAUGE_X, SB_SHIP_GAUGE_Y, multires_gauge_graphic);
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#endif
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}
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