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missile_hud - Move HUD feature from laser to new component #10306

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@TheCandianVendingMachine TheCandianVendingMachine commented Sep 10, 2024

When merged this pull request will:

  • Move HUD functionality from laser to missile_hud
  • Add API to add new HUD elements depending on conditions

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 from laser

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

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  • If the contribution affects the documentation, please include your changes in this pull request so the documentation will appear on the website.
  • Development Guidelines are read, understood and applied.
  • Title of this PR uses our standard template Component - Add|Fix|Improve|Change|Make|Remove {changes}.

@TheCandianVendingMachine TheCandianVendingMachine added this to the Ongoing milestone Sep 10, 2024
@TheCandianVendingMachine TheCandianVendingMachine added the kind/enhancement Release Notes: **IMPROVED:** label Sep 10, 2024
addons/missile_hud/XEH_postInit.sqf Outdated Show resolved Hide resolved
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 {

@PabstMirror PabstMirror modified the milestones: Ongoing, 3.18.2 Nov 23, 2024
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3 participants