Draw ship before shields in HUD.
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@ -4,6 +4,8 @@
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* arch/ogl/gr.c: Implement fading in ogl_urect()
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* main/gauges.c: Draw ship before shields in HUD.
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2004-12-23 Chris Taylor <c.taylor@student.curtin.edu.au>
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* main/editor/centers.c: Use both ints with the robot producer
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@ -1,4 +1,4 @@
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/* $Id: gauges.c,v 1.11 2004-08-28 23:17:45 schaffner Exp $ */
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/* $Id: gauges.c,v 1.12 2005-01-06 05:25:59 btb Exp $ */
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/*
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THE COMPUTER CODE CONTAINED HEREIN IS THE SOLE PROPERTY OF PARALLAX
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SOFTWARE CORPORATION ("PARALLAX"). PARALLAX, IN DISTRIBUTING THE CODE TO
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@ -3447,6 +3447,16 @@ void render_gauges()
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if (Players[Player_num].homing_object_dist >= 0)
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newdemo_record_homing_distance(Players[Player_num].homing_object_dist);
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if (frc || cloak != old_cloak[VR_current_page] || cloak_fade_state || (cloak && GameTime>Players[Player_num].cloak_time+CLOAK_TIME_MAX-i2f(3)))
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{
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if (Cockpit_mode == CM_FULL_COCKPIT)
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draw_player_ship(cloak, old_cloak[VR_current_page], SHIP_GAUGE_X, SHIP_GAUGE_Y);
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else
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draw_player_ship(cloak, old_cloak[VR_current_page], SB_SHIP_GAUGE_X, SB_SHIP_GAUGE_Y);
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old_cloak[VR_current_page] = cloak;
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}
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if (Cockpit_mode == CM_FULL_COCKPIT) {
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if (energy != old_energy[VR_current_page]) {
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if (Newdemo_state==ND_STATE_RECORDING ) {
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@ -3564,15 +3574,6 @@ void render_gauges()
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show_bomb_count(SB_BOMB_COUNT_X,SB_BOMB_COUNT_Y,gr_find_closest_color(5,5,5),0);
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}
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if (frc || cloak != old_cloak[VR_current_page] || cloak_fade_state || (cloak && GameTime>Players[Player_num].cloak_time+CLOAK_TIME_MAX-i2f(3))) {
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if (Cockpit_mode == CM_FULL_COCKPIT)
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draw_player_ship(cloak,old_cloak[VR_current_page],SHIP_GAUGE_X,SHIP_GAUGE_Y);
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else
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draw_player_ship(cloak,old_cloak[VR_current_page],SB_SHIP_GAUGE_X,SB_SHIP_GAUGE_Y);
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old_cloak[VR_current_page]=cloak;
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}
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draw_weapon_boxes();
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