2 * $Logfile: /Freespace2/code/Hud/HUDlock.h $
7 * Header file for missile locking code
10 * Revision 1.1 2002/05/03 03:28:12 root
14 * 2 10/07/98 10:53a Dave
17 * 1 10/07/98 10:49a Dave
19 * 12 4/08/98 8:33p Lawrance
20 * Make player re-acquire lock when targeting subsystems on a locked ship.
22 * 11 3/10/98 4:19p John
23 * Cleaned up graphics lib. Took out most unused gr functions. Made D3D
24 * & Glide have popups and print screen. Took out all >8bpp software
25 * support. Made Fred zbuffer. Made zbuffer allocate dynamically to
26 * support Fred. Made zbuffering key off of functions rather than one
29 * 10 2/28/98 7:03p Lawrance
30 * Change player missile locking to use dot product, so we can use it in
33 * 9 1/23/98 6:25p Lawrance
34 * Change player missile locking to lock on subsystem points automatically
36 * 8 1/21/98 7:20p Lawrance
37 * Make subsystem locking only work with line-of-sight, cleaned up locking
38 * code, moved globals to player struct.
40 * 7 1/19/98 10:02p Lawrance
41 * Fix bug with locking on friendlies
43 * 6 11/17/97 6:37p Lawrance
44 * new gauges: extended target view, new lock triangles, support ship view
46 * 5 4/13/97 3:53p Lawrance
47 * separate out the non-rendering dependant portions of the HUD ( sounds,
48 * updating lock position, changing targets, etc) and put into
51 * 4 3/19/97 5:53p Lawrance
52 * integrating new Misc_sounds[] array (replaces old Game_sounds
55 * 3 1/02/97 7:12p Lawrance
56 * adding hooks for more sounds
58 * 2 12/23/96 7:53p Lawrance
59 * missile locking working in new source files
67 void hud_init_missile_lock();
68 void hud_draw_lock_triangles(int center_x, int center_y, float frametime);
69 void hud_calculate_lock_position(float frametime);
70 void hud_calculate_lock_start_pos();
71 void hud_show_lock_indicator(float frametime);
72 void hud_update_lock_indicator(float frametime);
73 void hud_stop_looped_locking_sounds();
74 void hud_lock_reset(float lock_time_scale=1.0f);