Assign per-type missile names in miniview

This commit is contained in:
Kp 2012-07-08 20:23:01 +00:00
parent 83f7427aad
commit 743893bd56

View file

@ -390,6 +390,29 @@ static const char DemoExtraMessage[][10] = {
"SHIP"
};
static const char *get_missile_name(const unsigned laser_type)
{
switch(laser_type)
{
case CONCUSSION_ID:
return "CONCUSSION";
case HOMING_ID:
return "HOMING";
case SMART_ID:
return "SMART";
case MEGA_ID:
return "MEGA";
case FLASH_ID:
return "FLASH";
case MERCURY_ID:
return "MERCURY";
case EARTHSHAKER_ID:
return "SHAKER";
default:
return "MISSILE"; // Bad!
}
}
static void show_extra_views()
{
int did_missile_view=0;
@ -458,7 +481,7 @@ static void show_extra_views()
Missile_viewer_sig = Missile_viewer->signature;
if (PlayerCfg.MissileViewEnabled && Missile_viewer->type!=OBJ_NONE && Missile_viewer->signature == Missile_viewer_sig) {
RenderingType=2+(1<<4);
do_cockpit_window_view(1,Missile_viewer,0,WBU_MISSILE,"MISSILE");
do_cockpit_window_view(1,Missile_viewer,0,WBU_MISSILE,get_missile_name(Missile_viewer->id));
did_missile_view=1;
}
else {