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