Pass canvas to draw_shield_bar
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0132750380
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@ -2027,10 +2027,10 @@ static void draw_afterburner_bar(grs_canvas &canvas, const int afterburner, cons
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}
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#endif
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static void draw_shield_bar(int shield, const local_multires_gauge_graphic multires_gauge_graphic)
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static void draw_shield_bar(grs_canvas &canvas, const int shield, const local_multires_gauge_graphic multires_gauge_graphic)
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{
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int bm_num = shield>=100?9:(shield / 10);
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hud_gauge_bitblt(*grd_curcanv, SHIELD_GAUGE_X, SHIELD_GAUGE_Y, GAUGE_SHIELDS+9-bm_num, multires_gauge_graphic);
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hud_gauge_bitblt(canvas, SHIELD_GAUGE_X, SHIELD_GAUGE_Y, GAUGE_SHIELDS + 9 - bm_num, multires_gauge_graphic);
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}
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static void show_cockpit_cloak_invul_timer(const fix64 effect_end, int y)
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@ -2629,7 +2629,7 @@ static void draw_invulnerable_ship(const object &plrobj, const local_multires_ga
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if (cmmode == CM_STATUS_BAR)
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sb_draw_shield_bar(shields_ir, multires_gauge_graphic);
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else
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draw_shield_bar(shields_ir, multires_gauge_graphic);
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draw_shield_bar(*grd_curcanv, shields_ir, multires_gauge_graphic);
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}
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}
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@ -3329,7 +3329,7 @@ void render_gauges()
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if (player_info.powerup_flags & PLAYER_FLAGS_INVULNERABLE)
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draw_invulnerable_ship(plrobj, multires_gauge_graphic);
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else
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draw_shield_bar(shields, multires_gauge_graphic);
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draw_shield_bar(*grd_curcanv, shields, multires_gauge_graphic);
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draw_numerical_display(shields, energy, multires_gauge_graphic);
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if (Newdemo_state==ND_STATE_RECORDING)
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