@@ -104,31 +104,6 @@ void hud_init_missile_lock()
104104 Player_ai->last_secondary_index = -1 ;
105105}
106106
107- void hud_draw_diamond (int x, int y, int width, int height)
108- {
109- Assert (height>0 );
110- Assert (width>0 );
111-
112- int x1,x2,x3,x4,y1,y2,y3,y4;
113-
114- x1=x;
115- y1=y-height/2 ;
116-
117- x2=x+width/2 ;
118- y2=y;
119-
120- x3=x;
121- y3=y+height/2 ;
122-
123- x4=x-width/2 ;
124- y4=y;
125-
126- gr_line (x1,y1,x2,y2);
127- gr_line (x2,y2,x3,y3);
128- gr_line (x3,y3,x4,y4);
129- gr_line (x4,y4,x1,y1);
130- }
131-
132107HudGaugeLock::HudGaugeLock ():
133108HudGauge(HUD_OBJECT_LOCK, HUD_LEAD_INDICATOR, false , false , VM_DEAD_VIEW, 255 , 255 , 255 )
134109{
@@ -205,10 +180,9 @@ void HudGaugeLock::render(float frametime)
205180 if ( locked != Last_lock_status ) {
206181 // check if player lock status has changed since the last frame.
207182 reset_timers = true ;
183+ Last_lock_status = locked;
208184 }
209185
210- Last_lock_status = locked;
211-
212186 if (Player_ai->target_objnum == -1 ) {
213187 return ;
214188 }
@@ -279,17 +253,9 @@ void HudGaugeLock::render(float frametime)
279253 }
280254 }
281255
282- // show locked indicator
283- /*
284- if ( Lock_gauge.first_frame >= 0 ) {
285- gr_set_bitmap(Lock_gauge.first_frame);
286- gr_aabitmap(sx - Lock_gauge_half_w[gr_screen.res], sy - Lock_gauge_half_h[gr_screen.res]);
287- } else {
288- hud_draw_diamond(sx, sy, Lock_target_box_width[gr_screen.res], Lock_target_box_height[gr_screen.res]);
289- }
290- */
291256 Lock_gauge.sx = sx - Lock_gauge_half_w;
292257 Lock_gauge.sy = sy - Lock_gauge_half_h;
258+
293259 if (Player_ai->current_target_is_locked ) {
294260 hud_anim_render (&Lock_gauge, 0 .0f , 1 );
295261 } else {
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