+#ifdef ENABLE_SP_FDM
+ // OBJECT MOVING RETICLE
+ // TYPE LINE
+ // ATTRIB - ON CONDITION
+ if (lgear == 1) {
+ // undercarriage status
+ glBegin(GL_LINE_STRIP);
+ glVertex2f(vel_x + 8, vel_y);
+ glVertex2f(vel_x + 8, vel_y - 4);
+ glEnd();
+
+ // OBJECT MOVING RETICLE
+ // TYPE LINE
+ // ATTRIB - ON CONDITION
+ glBegin(GL_LINE_STRIP);
+ glVertex2f(vel_x - 8, vel_y);
+ glVertex2f(vel_x - 8, vel_y - 4);
+ glEnd();
+
+ // OBJECT MOVING RETICLE
+ // TYPE LINE
+ // ATTRIB - ON CONDITION
+ glBegin(GL_LINE_STRIP);
+ glVertex2f(vel_x, vel_y - 6);
+ glVertex2f(vel_x, vel_y - 10);
+ glEnd();
+ }
+
+ // OBJECT MOVING RETICLE
+ // TYPE V
+ // ATTRIB - ON CONDITION
+ if (ihook == 1) {
+ // arrestor hook status
+ glBegin(GL_LINE_STRIP);
+ glVertex2f(vel_x - 4, vel_y - 8);
+ glVertex2f(vel_x, vel_y - 10);
+ glVertex2f(vel_x + 4, vel_y - 8);
+ glEnd();
+ }
+#endif
+ } // if velocity_vector
+
+
+ //***************************************************************
+ // OBJECT MOVING RETICLE
+ // TYPE - SQUARE_BRACKET
+ // ATTRIB - ON CONDITION
+ // alpha bracket
+#ifdef ENABLE_SP_FDM
+ if (alpha_bracket && ihook == 1) {
+ glBegin(GL_LINE_STRIP);
+ glVertex2f(vel_x - 20 , vel_y - (16 - alpha) * factor);
+ glVertex2f(vel_x - 17, vel_y - (16 - alpha) * factor);
+ glVertex2f(vel_x - 17, vel_y - (14 - alpha) * factor);
+ glVertex2f(vel_x - 20, vel_y - (14 - alpha) * factor);
+ glEnd();
+
+ glBegin(GL_LINE_STRIP);
+ glVertex2f(vel_x + 20 , vel_y - (16 - alpha) * factor);
+ glVertex2f(vel_x + 17, vel_y - (16 - alpha) * factor);
+ glVertex2f(vel_x + 17, vel_y - (14 - alpha) * factor);
+ glVertex2f(vel_x + 20, vel_y - (14 - alpha) * factor);
+ glEnd();
+ }
+#endif
+ //printf("xvr=%f, yvr=%f, Vx=%f, Vy=%f, Vz=%f\n",xvvr, yvvr, Vx, Vy, Vz);
+ //printf("Ax=%f, Ay=%f, Az=%f\n",Ax, Ay, Az);
+
+ //****************************************************************
+ // OBJECT MOVING RETICLE
+ // TYPE ENERGY_MARKERS
+ // ATTRIB - ALWAYS
+ //energy markers - compute potential slope
+ if (energy_marker) {
+ if (total_vel < 5.0) {
+ t1 = 0;
+ t2 = 0;
+ } else {
+ t1 = up_vel / total_vel;
+ t2 = asin((Vxx * Axx + Vyy * Ayy + Vzz * Azz) / (9.81 * total_vel));
+ }
+ pot_slope = ((t2 / 3) * SGD_RADIANS_TO_DEGREES) * factor + vel_y;
+ // if (pot_slope < (vel_y - 45)) pot_slope = vel_y - 45;
+ // if (pot_slope > (vel_y + 45)) pot_slope = vel_y + 45;
+
+ //energy markers
+ glBegin(GL_LINE_STRIP);
+ glVertex2f(vel_x - 20, pot_slope - 5);
+ glVertex2f(vel_x - 15, pot_slope);
+ glVertex2f(vel_x - 20, pot_slope + 5);
+ glEnd();
+
+ glBegin(GL_LINE_STRIP);
+ glVertex2f(vel_x + 20, pot_slope - 5);
+ glVertex2f(vel_x + 15, pot_slope);
+ glVertex2f(vel_x + 20, pot_slope + 5);
+ glEnd();
+
+ if (pla > (105.0 / 131.0)) {
+ glBegin(GL_LINE_STRIP);
+ glVertex2f(vel_x - 24, pot_slope - 5);
+ glVertex2f(vel_x - 19, pot_slope);
+ glVertex2f(vel_x - 24, pot_slope + 5);
+ glEnd();
+
+ glBegin(GL_LINE_STRIP);
+ glVertex2f(vel_x + 24, pot_slope - 5);
+ glVertex2f(vel_x + 19, pot_slope);
+ glVertex2f(vel_x + 24, pot_slope + 5);
+ glEnd();
+ }
+ }
+
+ //**********************************************************
+ // ramp reticle
+ // OBJECT STATIC RETICLE
+ // TYPE LINE
+ // ATTRIB - ON CONDITION
+#ifdef ENABLE_SP_FDM
+ if (energy_worm && ilcanclaw == 1) {
+ glBegin(GL_LINE_STRIP);
+ glVertex2f(-15, -134);
+ glVertex2f(15, -134);
+ glEnd();
+
+ // OBJECT MOVING RETICLE
+ // TYPE BOX
+ // ATTRIB - ON CONDITION
+ glBegin(GL_LINE_STRIP);
+ glVertex2f(-6, -134);
+ glVertex2f(-6, t2 * SGD_RADIANS_TO_DEGREES * 4.0 - 134);
+ glVertex2f(+6, t2 * SGD_RADIANS_TO_DEGREES * 4.0 - 134);
+ glVertex2f(6, -134);
+ glEnd();
+
+ // OBJECT MOVING RETICLE
+ // TYPE DIAMOND
+ // ATTRIB - ON CONDITION
+ glBegin(GL_LINE_LOOP);
+ glVertex2f(-6, actslope * 4.0 - 134);
+ glVertex2f(0, actslope * 4.0 -134 + 3);
+ glVertex2f(6, actslope * 4.0 - 134);
+ glVertex2f(0, actslope * 4.0 -134 -3);
+ glEnd();
+ }
+#endif
+
+ //*************************************************************
+ // OBJECT MOVING RETICLE
+ // TYPE DIAMOND
+ // ATTRIB - ALWAYS
+ // Draw the locked velocity vector.
+ if (climb_dive_marker) {
+ glBegin(GL_LINE_LOOP);
+ glVertex2f(-3.0, 0.0 + vel_y);
+ glVertex2f(0.0, 6.0 + vel_y);
+ glVertex2f(3.0, 0.0 + vel_y);
+ glVertex2f(0.0, -6.0 + vel_y);
+ glEnd();