Files
Cesarus85--ringfall-mjolnir-vr/source/interface/hud_weapon.h
T
Stefan MaierandClaude Opus 5.5 74ad349bbf VR: draw the crosshair in its own pass, keep HUD messages whole
The crosshair used to be cut out of the HUD image (an 80x80 region around
the centre) and moved to where the weapon aims, taking with it whatever
else lay there, such as part of the reload prompt. Now it is drawn alone
first (hud_draw_crosshair), captured into its layer, and the HUD is drawn
afterwards without it.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-30 09:48:12 +02:00

34 lines
643 B
C

#ifndef __HUD_WEAPON_H
#define __HUD_WEAPON_H
#pragma once
struct player_datum;
void hud_initialize_weapon_interface(
void);
void hud_initialize_weapon_interface_for_new_map(
void);
void hud_dispose_weapon_interface_from_old_map(
void);
void hud_dispose_weapon_interface(
void);
void scripted_hud_show_crosshair(
boolean show);
void hud_fix_weapon_data(
short old_local_player_index,
short new_local_player_index);
void hud_update_weapon(
void);
#ifdef HALO_ANDROID
void hud_render_weapon_crosshair(
struct player_datum *player);
#endif
void hud_render_weapon_interface(
struct player_datum *player);
#endif // __HUD_WEAPON_H