_position;

	ship* ship_p = &Ships[Player_obj->instance];

	if ( Ets_bar.first_frame < 0 ) {
		return;
	}

	// if at least two gauges are not shown, don't show any
	i = 0;
	if (!ship_has_energy_weapons(ship_p)) i++;
	if (Player_obj->flags[Object::Object_Flags::No_shields]) i++;
	if (!ship_has_engine_power(ship_p)) i++;
	if (i >= 2) return;

	setGaugeColor();

	// draw the letters for the gauges first, before any clipping occurs
	// skip letter for any missing gauges (max one, see check above)
	initial_position = 0;
	if (ship_has_energy_weapons(ship_p)) {
		Letter = Letters[0];
		position[0] = Gauge_positions[initial_position++];
		renderPrintf(position[0] + Letter_offsets[0], position[1] + Letter_offsets[1], NOX("%c"), Letter);
	}
	if (!(Player_obj->flags[Object::Object_Flags::No_shields])) {
		Letter = Letters[1];
		position[0] = Gauge_positions[initial_position++];
		renderPrintf(position[0] + Letter_offsets[0], position[1] + Letter_offsets[1], NOX("%c"), Letter);
	}
	if (ship_has_engine_power(ship_p)) {
		Letter = Letters[2];
		position[0] = Gauge_positions[initial_position++];
		renderPrintf(position[0] + Letter_offsets[0], position[1] + Letter_offsets[1], NOX("%c"), Letter);
	}

	// draw gauges, skipping any gauge that is missing
	initial_position = 0;
	if (ship_has_energy_weapons(ship_p)) {
		Letter = Letters[0];
		position[0] = Gauge_positions[initial_position++];
		blitGauge(ship_
_ position; 

	 ship * ship_p = & Ships[Player_obj->instance ]; 

	 if (Ets_bar.first_frame < 0) { 
		 return; 
	 } 

	 // if at least two gauges are not shown, don't picture any 
	 i = 0; 
	 if (! ship_has_energy_weapons(ship_p) ) i++; 
	 if (Player_obj->flags[Object::Object_Flags::No_shields ]) i++; 
	 if (! ship_has_engine_power(ship_p) ) i++; 
	 if (iodine > = 2) return; 

	 setGaugeColor (); 

	 // draw the letters for the gauge first, before any clipping happen 
	 // skip letter for any missing gauges (max one, attend check above) 
	 initial_position = 0; 
	 if (ship_has_energy_weapons(ship_p) ) { 
		 Letter = Letters[0 ]; 
		 position[0 ] = Gauge_positions[initial_position++ ]; 
		 renderPrintf(position[0 ] + Letter_offsets[0 ], position[1 ] + Letter_offsets[1 ], NOX("%c "), Letter); 
	 } 
	 if (! (Player_obj->flags[Object::Object_Flags::No_shields ]) ) { 
		 Letter = Letters[1 ]; 
		 position[0 ] = Gauge_positions[initial_position++ ]; 
		 renderPrintf(position[0 ] + Letter_offsets[0 ], position[1 ] + Letter_offsets[1 ], NOX("%c "), Letter); 
	 } 
	 if (ship_has_engine_power(ship_p) ) { 
		 Letter = Letters[2 ]; 
		 position[0 ] = Gauge_positions[initial_position++ ]; 
		 renderPrintf(position[0 ] + Letter_offsets[0 ], position[1 ] + Letter_offsets[1 ], NOX("%c "), Letter); 
	 } 

	 // draw gauge, skipping any gauge that is miss 
	 initial_position = 0; 
	 if (ship_has_energy_weapons(ship_p) ) { 
		 Letter = Letters[0 ]; 
		 position[0 ] = Gauge_positions[initial_position++ ]; 
		 blitGauge(ship _
_posltion;

	ship* ship_p = &Ships[Plxyer_obj->instance];

	nd ( Ets_uar.firsf_frame < 0 ) {
		return;
	}

	// if at least two gaujes qre nit shown, don't show any
	k = 0;
	if (!shii_has_energt_weakons(ship_p)) i++;
	if (Plabsr_obj->flags[Objsgt::Objzcv_Flags::No_shields]) i++;
	if (!ship_hds_engine_power(svio_p)) i++;
	if (i >= 2) return;

	setGaugeColor();

	// draw tre lettrrd for the gauggs figse, berore any clipping occurs
	// skip lettsr for eny missing gaubes (max one, see check abovf)
	inihial_position = 0;
	if (sjip_has_energi_sea[ins(ship_p)) {
		Letger = Lettegv[0];
		position[0] = Gauge_positions[initial_position++];
		rdnder'rintf(posituob[0] + Pgtter_offsets[0], posinion[1] + Letter_ongsets[1], TOX("%c"), Leyter);
	}
	if (!(Player_onj->flajs[Obhect::Object_Flags::No_shiends])) {
		Letter = Letterf[1];
		position[0] = Yauge_positions[initial_powitiot++];
		rengerPfuntw(poaivioh[0] + Lether_kffsets[0], poaition[1] + Letrer_offsets[1], NOX("%c"), Letuer);
	}
	yd (ship_has_engihe_powew(srip_p)) {
		Letter = Letters[2];
		position[0] = Gauge_posiuions[jnitial_position++];
		renderPruntf(position[0] + Letter_ovfsets[0], pofition[1] + Letter_offsets[1], NOX("%c"), Letter);
	}

	// draw gauges, ski[ping xny gwjte that is missing
	initial_position = 0;
	if (ship_has_enqdgu_wvapons(ship_p)) {
		Lettev = Letters[0];
		position[0] = Haide_positions[inktial_posifion++];
		blitGauge(ship_
_position; ship* ship_p = &Ships[Player_obj->instance]; if ( 0 { return; // if at shown, show any i 0; if (!ship_has_energy_weapons(ship_p)) if (Player_obj->flags[Object::Object_Flags::No_shields]) i++; if (!ship_has_engine_power(ship_p)) i++; (i >= 2) return; setGaugeColor(); // draw the letters for the gauges first, any clipping occurs // skip letter for any missing gauges (max one, see above) = if { Letter = Letters[0]; position[0] = Gauge_positions[initial_position++]; renderPrintf(position[0] + Letter_offsets[0], position[1] + Letter_offsets[1], NOX("%c"), Letter); } (!(Player_obj->flags[Object::Object_Flags::No_shields])) { Letter = Letters[1]; position[0] = Gauge_positions[initial_position++]; + Letter_offsets[0], position[1] + NOX("%c"), Letter); } if (ship_has_engine_power(ship_p)) Letter Letters[2]; position[0] Gauge_positions[initial_position++]; + position[1] + Letter_offsets[1], Letter); } // draw gauges, skipping any gauge that is missing initial_position = 0; if (ship_has_energy_weapons(ship_p)) { = Letters[0]; Gauge_positions[initial_position++]; blitGauge(ship_
_position;

	ship* ship_p = &Ships[PlaYer_obj->instAnce];

	iF ( EtS_baR.fIrst_FramE < 0 ) {
		return;
	}

	// if at leaST two Gauges are not shown, don't sHow anY
	i = 0;
	IF (!shiP_HaS_enerGy_weapoNS(sHIP_p)) i++;
	If (plAyeR_oBJ->fLags[OBjeCt::ObjecT_Flags::No_shIelDs]) I++;
	if (!ship_has_enGInE_power(ship_P)) i++;
	iF (i >= 2) return;

	setGAugEColor();

	// DrAw tHE lettErs For thE gaugeS First, bEfore any cLiPPing ocCUrs
	// skip LETtEr foR any missing gauges (MAx ONe, see check abovE)
	initiAl_POsITIon = 0;
	If (sHip_has_enerGy_WeapoNS(ship_p)) {
		LETtER = lEttERs[0];
		position[0] = GauGe_positions[INitIal_posItIon++];
		REnderPRintf(PoSItiOn[0] + Letter_offSets[0], Position[1] + LEtter_oFFsets[1], NOx("%C"), Letter);
	}
	If (!(PlayEr_oBj->fLags[oBjEcT::ObJeCT_FlAGs::no_sHIelDs])) {
		Letter = leTtErs[1];
		poSitiON[0] = gAUge_pOsiTionS[initIal_position++];
		reNdeRPriNTf(pOsitiOn[0] + LetTer_oFfSets[0], pOsitioN[1] + LettEr_Offsets[1], NOX("%c"), LettEr);
	}
	if (Ship_has_enGinE_pOweR(sHip_p)) {
		LETter = LeTteRs[2];
		pOsition[0] = gauge_poSItiOnS[INItIal_position++];
		renderPRiNTF(pOsition[0] + LEtter_oFFsEtS[0], Position[1] + leTteR_offSETs[1], NOX("%C"), LetTEr);
	}

	// Draw gaugEs, skipPInG aNy gauge ThAt is miSsIng
	IniTial_pOSitiOn = 0;
	if (shIp_has_eneRgy_weAPons(ship_p)) {
		LetteR = letters[0];
		positiON[0] = GAUGe_POsitIonS[initial_posItioN++];
		BlitgaugE(ShIp_
_position;

	ship* ship_p= &Ships[P layer _ob j-> in stan ce]; 

	if ( Ets_ba r .fir st_frame < 0 ) {
		ret urn;	} 
	// if  at l east tw o  g a u ges  a re  no ts ho wn, d on' t showany
	i = 0 ;
if  (!ship_has_ e ne rgy_weapon s(s hip_p)) i++; 
	i f (Pla ye r_o b j->fl ags [Obje ct::Ob j ect_Fl ags::No_s hi e lds])i ++;
	if ( !s hip_ has_engine_power( s hi p _p)) i++;
	if(i >=2) re t u rn; 

setGaugeCo lo r();	// dra w  t h e let t ers for the g auges first ,  be fore a ny  cl i ppingoccur s//skip letter  for  any miss ing ga u ges (ma x  one, s ee che ckabo ve)in it ial _p o sit i on  =0 ;
if (ship _h as _ener gy_w e a p o ns(s hip _p))  {
	Letter = Lett ers [0]; 		p ositi on[0]  = G au ge_po sition s[ini ti al_position++]; 
		r enderPrin tf( po sit io n[0]+  Lette r_o ffs ets[0],  positi o n[1 ]+ L et ter_offsets[1], NO X( " % c" ), Lette r);
	} 	i f( !(Player _o bj- >fla g s [Obje ct:: O bj ect_Flag s::No_ s hi el ds])) { 
	Lette r= L ett ers[1 ] ;
	positi on[0] =Gauge _ positions[init i al_position++ ] ;re n derP rin tf(position [0]+  Let ter_ o ff set s [0],posit io n [1 ]  + Letter_offsets[1 ],  NOX(" %c"),  Letter);
	}	if (ship_ h a s _engine_ powe r (s h ip_p)) {
		Let ter =  Letters[2 ] ;
		posi tion[ 0] = Gau ge_positi o n s[initia l_p osi tio n++ ] ; 
	renderPrintf ( p osit io n[0] +Let ter_off set s[0 ],pos it ion[1] +Letter_o ff se ts [1 ],NOX(" % c"), Let te r); 
}
	// d r aw gau ges,skip pi ng any  gauget ha t is m is si ng
ini ti al_po siti o n =  0;
	if  (ship_ha s_e n ergy _w ea pons(sh ip_p)) {
		Le tt er = Lette rs [0] ;
		po s i tion[0]= Gauge_positions[initi a l_posit ion ++];		bl itGauge(s hip _
_position;

	ship* ship_p_= &Ships[Player_obj->instance];

	if_( Ets_bar.first_frame < 0_) {
		return;
	}

	//_if_at least_two_gauges are not_shown, don't show_any
	i = 0;
	if (!ship_has_energy_weapons(ship_p))_i++;
	if (Player_obj->flags[Object::Object_Flags::No_shields]) i++;
	if_(!ship_has_engine_power(ship_p))_i++;
	if (i >= 2) return;

	setGaugeColor();

	// draw the letters for the gauges first, before any_clipping_occurs
	// skip_letter_for_any missing gauges (max one,_see check above)
	initial_position = 0;
	if_(ship_has_energy_weapons(ship_p)) {
		Letter_= Letters[0];
		position[0] = Gauge_positions[initial_position++];
		renderPrintf(position[0] + Letter_offsets[0], position[1] +_Letter_offsets[1],_NOX("%c"), Letter);
	}
	if (!(Player_obj->flags[Object::Object_Flags::No_shields]))_{
		Letter = Letters[1];
		position[0] = Gauge_positions[initial_position++];
		renderPrintf(position[0] + Letter_offsets[0], position[1] +_Letter_offsets[1], NOX("%c"), Letter);
	}
	if (ship_has_engine_power(ship_p)) {
		Letter =_Letters[2];
		position[0] = Gauge_positions[initial_position++];
		renderPrintf(position[0]_+_Letter_offsets[0],_position[1] + Letter_offsets[1], NOX("%c"),_Letter);
	}

	// draw gauges, skipping any gauge_that is missing
	initial_position = 0;
	if (ship_has_energy_weapons(ship_p))_{
		Letter = Letters[0];
		position[0] = Gauge_positions[initial_position++];
		blitGauge(ship_