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missile_hud - Move HUD feature from laser
to new component
#10306
Merged
+628
−132
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PabstMirror
approved these changes
Nov 22, 2024
rautamiekka
suggested changes
Nov 23, 2024
if !(_elementArray isEqualTypeArray ["", "", []]) exitWith { TRACE_1("Invalid - Types not equal",_elementArray); false }; | ||
_elementArray params ["_type", "_str", "_color"]; | ||
if !(_type in ["TEXT", "ICON", "SPACER"]) exitWith { TRACE_1("Invalid - Element Type not supported",_type); false }; | ||
private _success = if (_type != "SPACER") then { |
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Suggested change
private _success = if (_type != "SPACER") then { | |
private _success = if (_type isNotEqualTo "SPACER") then { |
Co-authored-by: Jouni Järvinen <rautamiekka@users.noreply.github.com>
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When merged this pull request will:
laser
tomissile_hud
the HUD for laser guided munitions lived in
laser
forever. This doesn't make any sense, as the HUD is meant to showcase missile information. A new API was made to be able to extend what is shown to the user, as well as move functionality fromlaser
It works in an immediate mode fashion. New elements are constructed each frame and added to the HUD. The elements which get generated are culled each time the HUD PFH gets rebuilt, so only relevant items are drawn. A mapping function exists to allow for pre-processing of any information needed
IMPORTANT
Component - Add|Fix|Improve|Change|Make|Remove {changes}
.