equal
deleted
inserted
replaced
45 end; |
45 end; |
46 until (Ammo^[slot, CurAmmo].Count > 0) and (Team^.Clan^.TurnNumber > Ammoz[Ammo^[slot, CurAmmo].AmmoType].SkipTurns) |
46 until (Ammo^[slot, CurAmmo].Count > 0) and (Team^.Clan^.TurnNumber > Ammoz[Ammo^[slot, CurAmmo].AmmoType].SkipTurns) |
47 end else |
47 end else |
48 begin |
48 begin |
49 i:= 0; |
49 i:= 0; |
50 // check whether there's ammo in slot |
50 // check whether there is ammo in slot |
51 while (i <= cMaxSlotAmmoIndex) |
51 while (i <= cMaxSlotAmmoIndex) |
52 and ((Ammo^[slot, i].Count = 0) |
52 and ((Ammo^[slot, i].Count = 0) |
53 or (Team^.Clan^.TurnNumber <= Ammoz[Ammo^[slot, i].AmmoType].SkipTurns)) do inc(i); |
53 or (Team^.Clan^.TurnNumber <= Ammoz[Ammo^[slot, i].AmmoType].SkipTurns)) do inc(i); |
54 |
54 |
55 if i <= cMaxSlotAmmoIndex then |
55 if i <= cMaxSlotAmmoIndex then |
65 var t: LongInt; |
65 var t: LongInt; |
66 weap: TAmmoType; |
66 weap: TAmmoType; |
67 begin |
67 begin |
68 weap:= TAmmoType(Gear^.MsgParam); |
68 weap:= TAmmoType(Gear^.MsgParam); |
69 |
69 |
70 if PHedgehog(Gear^.Hedgehog)^.Team^.Clan^.TurnNumber <= Ammoz[weap].SkipTurns then exit; // weapon isn't activated yet |
70 if PHedgehog(Gear^.Hedgehog)^.Team^.Clan^.TurnNumber <= Ammoz[weap].SkipTurns then exit; // weapon is not activated yet |
71 |
71 |
72 Gear^.MsgParam:= Ammoz[weap].Slot; |
72 Gear^.MsgParam:= Ammoz[weap].Slot; |
73 |
73 |
74 t:= cMaxSlotAmmoIndex; |
74 t:= cMaxSlotAmmoIndex; |
75 |
75 |
574 exit |
574 exit |
575 end; |
575 end; |
576 |
576 |
577 if ((Gear^.State and gstMoving) <> 0) |
577 if ((Gear^.State and gstMoving) <> 0) |
578 or (StepTicks = cHHStepTicks) |
578 or (StepTicks = cHHStepTicks) |
579 or (CurAmmoGear <> nil) then // we're moving |
579 or (CurAmmoGear <> nil) then // we are moving |
580 begin |
580 begin |
581 with PHedgehog(Gear^.Hedgehog)^ do |
581 with PHedgehog(Gear^.Hedgehog)^ do |
582 if (CurAmmoGear = nil) |
582 if (CurAmmoGear = nil) |
583 and (Gear^.dY > _0_39) |
583 and (Gear^.dY > _0_39) |
584 and (Ammo^[CurSlot, CurAmmo].AmmoType = amParachute) then Gear^.Message:= Gear^.Message or gm_Attack; |
584 and (Ammo^[CurSlot, CurAmmo].AmmoType = amParachute) then Gear^.Message:= Gear^.Message or gm_Attack; |