diff --git a/similar/main/gauges.cpp b/similar/main/gauges.cpp index 513a78571..b135cec41 100644 --- a/similar/main/gauges.cpp +++ b/similar/main/gauges.cpp @@ -802,11 +802,11 @@ const std::array weapon_windows_hires = {{ struct gauge_inset_window { int old_weapon = -1; + weapon_box_state box_state = weapon_box_state::set; }; enumerated_array inset_window; -enumerated_array weapon_box_states; enumerated_array weapon_box_fade_values; #if defined(DXX_BUILD_DESCENT_II) enumerated_array weapon_box_user{ @@ -2707,9 +2707,9 @@ static void draw_weapon_box(const hud_draw_context_hs_mr hudctx, const player_in const auto laser_level_changed = (wt == gauge_inset_window_view::primary && weapon_num == primary_weapon_index_t::LASER_INDEX && (player_info.laser_level != old_laser_level)); auto &inset = inset_window[wt]; - if ((weapon_num != inset.old_weapon || laser_level_changed) && weapon_box_states[wt] == weapon_box_state::set && inset.old_weapon != -1 && PlayerCfg.HudMode == HudType::Standard) + if ((weapon_num != inset.old_weapon || laser_level_changed) && inset.box_state == weapon_box_state::set && inset.old_weapon != -1 && PlayerCfg.HudMode == HudType::Standard) { - weapon_box_states[wt] = weapon_box_state::fading_out; + inset.box_state = weapon_box_state::fading_out; weapon_box_fade_values[wt]=i2f(GR_FADE_LEVELS-1); } @@ -2718,31 +2718,31 @@ static void draw_weapon_box(const hud_draw_context_hs_mr hudctx, const player_in { draw_weapon_info(hudctx, player_info, weapon_num, player_info.laser_level, wt); inset.old_weapon = weapon_num; - weapon_box_states[wt] = weapon_box_state::set; + inset.box_state = weapon_box_state::set; } - if (weapon_box_states[wt] == weapon_box_state::fading_out) + if (inset.box_state == weapon_box_state::fading_out) { draw_weapon_info(hudctx, player_info, inset.old_weapon, old_laser_level, wt); weapon_box_fade_values[wt] -= FrameTime * FADE_SCALE; if (weapon_box_fade_values[wt] <= 0) { - weapon_box_states[wt] = weapon_box_state::fading_in; + inset.box_state = weapon_box_state::fading_in; inset.old_weapon = weapon_num; old_laser_level = player_info.laser_level; weapon_box_fade_values[wt] = 0; } } - else if (weapon_box_states[wt] == weapon_box_state::fading_in) + else if (inset.box_state == weapon_box_state::fading_in) { if (weapon_num != inset.old_weapon) { - weapon_box_states[wt] = weapon_box_state::fading_out; + inset.box_state = weapon_box_state::fading_out; } else { draw_weapon_info(hudctx, player_info, weapon_num, player_info.laser_level, wt); weapon_box_fade_values[wt] += FrameTime * FADE_SCALE; if (weapon_box_fade_values[wt] >= i2f(GR_FADE_LEVELS-1)) { - weapon_box_states[wt] = weapon_box_state::set; inset.old_weapon = -1; + inset.box_state = weapon_box_state::set; } } } else @@ -2752,7 +2752,7 @@ static void draw_weapon_box(const hud_draw_context_hs_mr hudctx, const player_in old_laser_level = player_info.laser_level; } - if (weapon_box_states[wt] != weapon_box_state::set) //fade gauge + if (inset.box_state != weapon_box_state::set) //fade gauge { int fade_value = f2i(weapon_box_fade_values[wt]); @@ -2824,7 +2824,7 @@ static void draw_weapon_box0(const hud_draw_context_hs_mr hudctx, const player_i const auto Primary_weapon = player_info.Primary_weapon; draw_weapon_box(hudctx, player_info, Primary_weapon, gauge_inset_window_view::primary); - if (weapon_box_states[gauge_inset_window_view::primary] == weapon_box_state::set) + if (inset_window[gauge_inset_window_view::primary].box_state == weapon_box_state::set) { unsigned nd_ammo; unsigned ammo_count; @@ -2862,7 +2862,7 @@ static void draw_weapon_box1(const hud_draw_context_hs_mr hudctx, const player_i { auto &Secondary_weapon = player_info.Secondary_weapon; draw_weapon_box(hudctx, player_info, Secondary_weapon, gauge_inset_window_view::secondary); - if (weapon_box_states[gauge_inset_window_view::secondary] == weapon_box_state::set) + if (inset_window[gauge_inset_window_view::secondary].box_state == weapon_box_state::set) { const auto ammo = player_info.secondary_ammo[Secondary_weapon]; if (Newdemo_state == ND_STATE_RECORDING)