Move weapon_box_states to gauge_inset_window
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d40a587628
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@ -802,11 +802,11 @@ const std::array<dspan, 107> weapon_windows_hires = {{
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struct gauge_inset_window
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{
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int old_weapon = -1;
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weapon_box_state box_state = weapon_box_state::set;
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};
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enumerated_array<gauge_inset_window, 2, gauge_inset_window_view> inset_window;
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enumerated_array<weapon_box_state, 2, gauge_inset_window_view> weapon_box_states;
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enumerated_array<fix, 2, gauge_inset_window_view> weapon_box_fade_values;
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#if defined(DXX_BUILD_DESCENT_II)
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enumerated_array<int, 2, gauge_inset_window_view> weapon_box_user{
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@ -2707,9 +2707,9 @@ static void draw_weapon_box(const hud_draw_context_hs_mr hudctx, const player_in
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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));
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auto &inset = inset_window[wt];
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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)
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if ((weapon_num != inset.old_weapon || laser_level_changed) && inset.box_state == weapon_box_state::set && inset.old_weapon != -1 && PlayerCfg.HudMode == HudType::Standard)
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{
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weapon_box_states[wt] = weapon_box_state::fading_out;
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inset.box_state = weapon_box_state::fading_out;
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weapon_box_fade_values[wt]=i2f(GR_FADE_LEVELS-1);
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}
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@ -2718,31 +2718,31 @@ static void draw_weapon_box(const hud_draw_context_hs_mr hudctx, const player_in
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{
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draw_weapon_info(hudctx, player_info, weapon_num, player_info.laser_level, wt);
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inset.old_weapon = weapon_num;
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weapon_box_states[wt] = weapon_box_state::set;
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inset.box_state = weapon_box_state::set;
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}
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if (weapon_box_states[wt] == weapon_box_state::fading_out)
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if (inset.box_state == weapon_box_state::fading_out)
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{
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draw_weapon_info(hudctx, player_info, inset.old_weapon, old_laser_level, wt);
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weapon_box_fade_values[wt] -= FrameTime * FADE_SCALE;
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if (weapon_box_fade_values[wt] <= 0) {
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weapon_box_states[wt] = weapon_box_state::fading_in;
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inset.box_state = weapon_box_state::fading_in;
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inset.old_weapon = weapon_num;
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old_laser_level = player_info.laser_level;
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weapon_box_fade_values[wt] = 0;
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}
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}
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else if (weapon_box_states[wt] == weapon_box_state::fading_in)
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else if (inset.box_state == weapon_box_state::fading_in)
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{
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if (weapon_num != inset.old_weapon) {
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weapon_box_states[wt] = weapon_box_state::fading_out;
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inset.box_state = weapon_box_state::fading_out;
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}
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else {
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draw_weapon_info(hudctx, player_info, weapon_num, player_info.laser_level, wt);
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weapon_box_fade_values[wt] += FrameTime * FADE_SCALE;
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if (weapon_box_fade_values[wt] >= i2f(GR_FADE_LEVELS-1)) {
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weapon_box_states[wt] = weapon_box_state::set;
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inset.old_weapon = -1;
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inset.box_state = weapon_box_state::set;
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}
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}
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} else
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@ -2752,7 +2752,7 @@ static void draw_weapon_box(const hud_draw_context_hs_mr hudctx, const player_in
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old_laser_level = player_info.laser_level;
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}
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if (weapon_box_states[wt] != weapon_box_state::set) //fade gauge
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if (inset.box_state != weapon_box_state::set) //fade gauge
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{
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int fade_value = f2i(weapon_box_fade_values[wt]);
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@ -2824,7 +2824,7 @@ static void draw_weapon_box0(const hud_draw_context_hs_mr hudctx, const player_i
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const auto Primary_weapon = player_info.Primary_weapon;
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draw_weapon_box(hudctx, player_info, Primary_weapon, gauge_inset_window_view::primary);
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if (weapon_box_states[gauge_inset_window_view::primary] == weapon_box_state::set)
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if (inset_window[gauge_inset_window_view::primary].box_state == weapon_box_state::set)
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{
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unsigned nd_ammo;
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unsigned ammo_count;
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@ -2862,7 +2862,7 @@ static void draw_weapon_box1(const hud_draw_context_hs_mr hudctx, const player_i
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{
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auto &Secondary_weapon = player_info.Secondary_weapon;
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draw_weapon_box(hudctx, player_info, Secondary_weapon, gauge_inset_window_view::secondary);
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if (weapon_box_states[gauge_inset_window_view::secondary] == weapon_box_state::set)
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if (inset_window[gauge_inset_window_view::secondary].box_state == weapon_box_state::set)
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{
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const auto ammo = player_info.secondary_ammo[Secondary_weapon];
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if (Newdemo_state == ND_STATE_RECORDING)
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