353 begin |
353 begin |
354 amSel:= Ammo^[Slot, Pos].AmmoType; |
354 amSel:= Ammo^[Slot, Pos].AmmoType; |
355 RenderWeaponTooltip(amSel) |
355 RenderWeaponTooltip(amSel) |
356 end; |
356 end; |
357 |
357 |
358 {$IFNDEF IPHONEOS} |
358 {$IFDEF IPHONEOS} |
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359 DrawTexture(cScreenWidth div 2 - (AMWidth - 10) + AMxShift, AMyOffset - 25, Ammoz[Ammo^[Slot, Pos].AmmoType].NameTex); |
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360 |
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361 if Ammo^[Slot, Pos].Count < AMMO_INFINITE then |
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362 DrawTexture(cScreenWidth div 2 + AMxOffset - 45, AMyOffset - 25, CountTexz[Ammo^[Slot, Pos].Count]); |
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363 {$ELSE} |
359 DrawTexture(cScreenWidth div 2 - (AMWidth - 10) + AMxShift, cScreenHeight - AMyOffset - 25, Ammoz[Ammo^[Slot, Pos].AmmoType].NameTex); |
364 DrawTexture(cScreenWidth div 2 - (AMWidth - 10) + AMxShift, cScreenHeight - AMyOffset - 25, Ammoz[Ammo^[Slot, Pos].AmmoType].NameTex); |
360 |
365 |
361 if Ammo^[Slot, Pos].Count < AMMO_INFINITE then |
366 if Ammo^[Slot, Pos].Count < AMMO_INFINITE then |
362 DrawTexture(cScreenWidth div 2 + AMxOffset - 45, cScreenHeight - AMyOffset - 25, CountTexz[Ammo^[Slot, Pos].Count]); |
367 DrawTexture(cScreenWidth div 2 + AMxOffset - 45, cScreenHeight - AMyOffset - 25, CountTexz[Ammo^[Slot, Pos].Count]); |
363 {$ENDIF} |
368 {$ENDIF} |
364 |
369 |
365 if bSelected and (Ammoz[Ammo^[Slot, Pos].AmmoType].SkipTurns - CurrentTeam^.Clan^.TurnNumber < 0) then |
370 if bSelected and (Ammoz[Ammo^[Slot, Pos].AmmoType].SkipTurns - CurrentTeam^.Clan^.TurnNumber < 0) then |
366 begin |
371 begin |
367 bShowAmmoMenu:= false; |
372 bShowAmmoMenu:= false; |
368 SetWeapon(Ammo^[Slot, Pos].AmmoType); |
373 SetWeapon(Ammo^[Slot, Pos].AmmoType); |