Split draw_weapon_info

This commit is contained in:
Kp 2015-05-09 17:38:58 +00:00
parent 8cb0572199
commit bac03fdfd9

View file

@ -2168,8 +2168,7 @@ static void draw_weapon_info_sub(int info_index, const gauge_box *box, int pic_x
}
}
static void draw_weapon_info(int weapon_type, int weapon_num, int laser_level, const local_multires_gauge_graphic multires_gauge_graphic)
static void draw_primary_weapon_info(int weapon_num, int laser_level, const local_multires_gauge_graphic multires_gauge_graphic)
{
#if defined(DXX_BUILD_DESCENT_I)
(void)laser_level;
@ -2177,7 +2176,7 @@ static void draw_weapon_info(int weapon_type, int weapon_num, int laser_level, c
int x,y;
int info_index;
if (weapon_type == 0) {
{
info_index = Primary_weapon_to_weapon_info[weapon_num];
#if defined(DXX_BUILD_DESCENT_II)
@ -2208,15 +2207,20 @@ static void draw_weapon_info(int weapon_type, int weapon_num, int laser_level, c
if (PlayerCfg.HudMode!=0)
{
#if defined(DXX_BUILD_DESCENT_II)
if (weapon_box_user[weapon_type] == WBU_WEAPON)
if (weapon_box_user[0] == WBU_WEAPON)
#endif
hud_show_primary_weapons_mode(1,x,y);
}
}
else
}
static void draw_secondary_weapon_info(int weapon_num, const local_multires_gauge_graphic multires_gauge_graphic)
{
int x,y;
int info_index;
{
info_index = Secondary_weapon_to_weapon_info[weapon_num];
if (PlayerCfg.CockpitMode[1] == CM_STATUS_BAR)
{
draw_weapon_info_sub(info_index,
@ -2240,13 +2244,21 @@ static void draw_weapon_info(int weapon_type, int weapon_num, int laser_level, c
if (PlayerCfg.HudMode!=0)
{
#if defined(DXX_BUILD_DESCENT_II)
if (weapon_box_user[weapon_type] == WBU_WEAPON)
if (weapon_box_user[1] == WBU_WEAPON)
#endif
hud_show_secondary_weapons_mode(1,x,y);
}
}
}
static void draw_weapon_info(int weapon_type, int weapon_num, int laser_level, const local_multires_gauge_graphic multires_gauge_graphic)
{
if (weapon_type == 0)
draw_primary_weapon_info(weapon_num, laser_level, multires_gauge_graphic);
else
draw_secondary_weapon_info(weapon_num, multires_gauge_graphic);
}
static void draw_ammo_info(int x,int y,int ammo_count)
{
if (!PlayerCfg.HudMode)