12 #ifndef __FREESPACE_HUDSHIELD_H__
13 #define __FREESPACE_HUDSHIELD_H__
18 #define SHIELD_HIT_DURATION 1400 // time a shield quadrant flashes after being hit
19 #define SHIELD_FLASH_INTERVAL 200 // time between shield quadrant flashes
44 void hud_shield_show_mini(
object *
objp,
int x_force = -1,
int y_force = -1,
int x_hull_offset = 0,
int y_hull_offset = 0);
60 virtual void render(
float frametime);
71 void render(
float frametime);
79 void render(
float frametime);
99 void render(
float frametime);
int Mini_2digit_offsets[2]
void showIntegrity(float p_target_integrity)
struct shield_hit_info shield_hit_info
int maybeFlashShield(int target_index, int shield_offset)
void hud_shield_level_init()
SCP_vector< int > shield_hit_next_flash
int maybeFlashShield(int target_index, int shield_offset)
SCP_vector< SCP_string > Hud_shield_filenames
void hud_shield_equalize(object *objp, player *pl)
void hud_ship_icon_page_in(ship_info *sip)
void render(float frametime)
SCP_vector< int > shield_hit_timers
void hud_show_mini_ship_integrity(object *objp, int force_x=-1, int force_y=-1)
int Mini_1digit_offsets[2]
hud_frames Shield_mini_gauge
void init1DigitOffsets(int x, int y)
void hud_shield_show_mini(object *objp, int x_force=-1, int y_force=-1, int x_hull_offset=0, int y_hull_offset=0)
GLint GLint GLint GLint GLint x
void render(float frametime)
virtual void render(float frametime)
void renderShieldIcon(coord2d coords[6])
void init2DigitOffsets(int x, int y)
void shield_info_reset(object *objp, shield_hit_info *shi)
void init3DigitOffsets(int x, int y)
void hud_shield_quadrant_hit(object *objp, int quadrant)
void initBitmaps(char *fname)
void render(float frametime)
void hud_shield_hit_update()
int Mini_3digit_offsets[2]
void showShields(object *objp, int mode)
void hud_shield_hit_reset(object *objp, int player=0)
void showMiniShields(object *objp)
void hud_augment_shield_quadrant(object *objp, int direction)
void hud_shield_assign_info(ship_info *sip, char *filename)