glEnd();
}
+void HUD::Item::draw_arc(float xoffs, float yoffs, float t0, float t1, float r) const
+{
+ glBegin(GL_LINE_STRIP);
+ float step = SG_PI / r;
+ t0 = t0 * SG_DEGREES_TO_RADIANS;
+ t1 = t1 * SG_DEGREES_TO_RADIANS;
+
+ for (float alpha = t0; alpha < t1; alpha += step) {
+ float x = r * cos(alpha);
+ float y = r * sin(alpha);
+ glVertex2f(x + xoffs, y + yoffs);
+ }
+ glEnd();
+}
void HUD::Item::draw_bullet(float x, float y, float size)
{