Added new HUD icons.
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@ -44,6 +44,8 @@ static SDL_Texture *shield;
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static SDL_Texture *ecm;
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static SDL_Texture *ecm;
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static SDL_Texture *boost;
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static SDL_Texture *boost;
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static SDL_Texture *nextGun;
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static SDL_Texture *nextGun;
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static SDL_Texture *clock;
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static SDL_Texture *objectives;
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static int numMessages;
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static int numMessages;
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static const char *gunName[BT_MAX];
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static const char *gunName[BT_MAX];
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@ -70,6 +72,8 @@ void initHud(void)
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ecm = getTexture("gfx/hud/ecm.png");
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ecm = getTexture("gfx/hud/ecm.png");
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boost = getTexture("gfx/hud/boost.png");
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boost = getTexture("gfx/hud/boost.png");
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nextGun = getTexture("gfx/hud/nextGun.png");
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nextGun = getTexture("gfx/hud/nextGun.png");
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clock = getTexture("gfx/hud/clock.png");
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objectives = getTexture("gfx/hud/objectives.png");
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}
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}
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void doHud(void)
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void doHud(void)
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@ -404,12 +408,14 @@ static void drawObjectives(void)
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{
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{
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if (!game.currentMission->challengeData.isChallenge)
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if (!game.currentMission->challengeData.isChallenge)
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{
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{
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blit(objectives, (SCREEN_WIDTH / 2) - 50, 14, 0);
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drawText(SCREEN_WIDTH / 2, 10, 16, TA_CENTER, colors.white, "%d / %d", battle.numObjectivesComplete, battle.numObjectivesTotal);
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drawText(SCREEN_WIDTH / 2, 10, 16, TA_CENTER, colors.white, "%d / %d", battle.numObjectivesComplete, battle.numObjectivesTotal);
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}
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}
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else
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else
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{
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{
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if (game.currentMission->challengeData.timeLimit)
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if (game.currentMission->challengeData.timeLimit)
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{
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{
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blit(clock, (SCREEN_WIDTH / 2) - 50, 14, 0);
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drawText(SCREEN_WIDTH / 2, 10, 16, TA_CENTER, colors.white, timeToString(game.currentMission->challengeData.timeLimit - battle.stats[STAT_TIME], 0));
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drawText(SCREEN_WIDTH / 2, 10, 16, TA_CENTER, colors.white, timeToString(game.currentMission->challengeData.timeLimit - battle.stats[STAT_TIME], 0));
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if (game.currentMission->challengeData.itemLimit)
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if (game.currentMission->challengeData.itemLimit)
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@ -420,6 +426,7 @@ static void drawObjectives(void)
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else
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else
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{
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{
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drawText(SCREEN_WIDTH / 2, 10, 16, TA_CENTER, colors.white, timeToString(battle.stats[STAT_TIME], 0));
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drawText(SCREEN_WIDTH / 2, 10, 16, TA_CENTER, colors.white, timeToString(battle.stats[STAT_TIME], 0));
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blit(clock, (SCREEN_WIDTH / 2) - 50, 14, 0);
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}
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}
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}
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}
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}
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}
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