hedgewars/uAmmos.pas
author smxx
Thu, 04 Mar 2010 16:20:07 +0000
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(*
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 * Hedgewars, a free turn based strategy game
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 * Copyright (c) 2006-2008 Andrey Korotaev <unC0Rr@gmail.com>
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 *
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 * This program is free software; you can redistribute it and/or modify
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 * it under the terms of the GNU General Public License as published by
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 * the Free Software Foundation; version 2 of the License
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 *
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 * This program is distributed in the hope that it will be useful,
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 * but WITHOUT ANY WARRANTY; without even the implied warranty of
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 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
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 * GNU General Public License for more details.
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 *
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 * You should have received a copy of the GNU General Public License
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 * along with this program; if not, write to the Free Software
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 * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA
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 *)
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{$INCLUDE "options.inc"}
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unit uAmmos;
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interface
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uses uConsts, uTeams;
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procedure init_uAmmos;
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procedure free_uAmmos;
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procedure AddAmmoStore(s: shortstring);
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procedure AssignStores;
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procedure AddAmmo(var Hedgehog: THedgehog; ammo: TAmmoType);
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function  HHHasAmmo(var Hedgehog: THedgehog; Ammo: TAmmoType): boolean;
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procedure PackAmmo(Ammo: PHHAmmo; Slot: LongInt);
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procedure OnUsedAmmo(var Hedgehog: THedgehog);
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procedure ApplyAngleBounds(var Hedgehog: THedgehog; AmmoType: TAmmoType);
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procedure ApplyAmmoChanges(var Hedgehog: THedgehog);
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procedure SwitchNotHeldAmmo(var Hedgehog: THedgehog);
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procedure SetWeapon(weap: TAmmoType);
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procedure DisableSomeWeapons;
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procedure ResetWeapons;
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function GetAmmoByNum(num: Longword): PHHAmmo;
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var shoppa: boolean;
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implementation
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uses uMisc, uGears, uWorld, uLocale, uConsole;
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type TAmmoCounts = array[TAmmoType] of Longword;
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var StoresList: array[0..Pred(cMaxHHs)] of PHHAmmo;
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    StoreCnt: Longword;
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procedure FillAmmoStore(Ammo: PHHAmmo; var cnts: TAmmoCounts);
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var mi: array[0..cMaxSlotIndex] of byte;
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    a: TAmmoType;
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begin
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FillChar(mi, sizeof(mi), 0);
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FillChar(Ammo^, sizeof(Ammo^), 0);
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for a:= Low(TAmmoType) to High(TAmmoType) do
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    begin
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    if cnts[a] > 0 then
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       begin
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       TryDo(mi[Ammoz[a].Slot] <= cMaxSlotAmmoIndex, 'Ammo slot overflow', true);
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       Ammo^[Ammoz[a].Slot, mi[Ammoz[a].Slot]]:= Ammoz[a].Ammo;
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       Ammo^[Ammoz[a].Slot, mi[Ammoz[a].Slot]].Count:= cnts[a];
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       Ammo^[Ammoz[a].Slot, mi[Ammoz[a].Slot]].InitialCount:= cnts[a];
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       if ((GameFlags and gfPlaceHog) <> 0) and (a = amTeleport) then 
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           Ammo^[Ammoz[a].Slot, mi[Ammoz[a].Slot]].Count:= AMMO_INFINITE;
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       inc(mi[Ammoz[a].Slot])
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       end
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    else if ((GameFlags and gfPlaceHog) <> 0) and (a = amTeleport) then 
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       begin
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       TryDo(mi[Ammoz[a].Slot] <= cMaxSlotAmmoIndex, 'Ammo slot overflow', true);
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       Ammo^[Ammoz[a].Slot, mi[Ammoz[a].Slot]]:= Ammoz[a].Ammo;
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       Ammo^[Ammoz[a].Slot, mi[Ammoz[a].Slot]].Count:= AMMO_INFINITE;
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       Ammo^[Ammoz[a].Slot, mi[Ammoz[a].Slot]].InitialCount:= 0;
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       inc(mi[Ammoz[a].Slot])
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       end
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    end
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end;
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procedure AddAmmoStore(s: shortstring);
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const probability: array [0..8] of LongWord = (0,20,30,60,100,150,200,400,600);
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var cnt: Longword;
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    a: TAmmoType;
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    ammos: TAmmoCounts;
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    substr: shortstring; // TEMPORARY
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begin
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TryDo(byte(s[0]) = byte(ord(High(TAmmoType))) * 4, 'Invalid ammo scheme (incompatible frontend)', true);
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// FIXME - TEMPORARY hardcoded check on shoppa pending creation of crate *type* probability editor
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substr:= Copy(s,1,15);
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if (substr = '000000990000009') or 
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   (substr = '000000990000000') then
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    shoppa:= true;
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inc(StoreCnt);
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TryDo(StoreCnt <= cMaxHHs, 'Ammo stores overflow', true);
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new(StoresList[Pred(StoreCnt)]);
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for a:= Low(TAmmoType) to High(TAmmoType) do
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    begin
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    if a <> amNothing then
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        begin
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        Ammoz[a].Probability:= probability[byte(s[ord(a) + ord(High(TAmmoType))]) - byte('0')];
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        Ammoz[a].SkipTurns:= (byte(s[ord(a) + ord(High(TAmmoType)) + ord(High(TAmmoType))]) - byte('0'));
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        Ammoz[a].NumberInCase:= (byte(s[ord(a) + ord(High(TAmmoType)) + ord(High(TAmmoType)) + ord(High(TAmmoType))]) - byte('0'));
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		if (TrainingFlags and tfIgnoreDelays) <> 0 then Ammoz[a].SkipTurns:= 0;
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        cnt:= byte(s[ord(a)]) - byte('0');
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        // avoid things we already have infinite number
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        if cnt = 9 then
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            begin
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            cnt:= AMMO_INFINITE;
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            Ammoz[a].Probability:= 0
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            end;
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        if Ammoz[a].NumberInCase = 0 then Ammoz[a].Probability:= 0;
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        // avoid things we already have by scheme
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        // merge this into DisableSomeWeapons ?
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        if ((a = amLowGravity) and ((GameFlags and gfLowGravity) <> 0)) or
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           ((a = amInvulnerable) and ((GameFlags and gfInvulnerable) <> 0)) or
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           ((a = amLaserSight) and ((GameFlags and gfLaserSight) <> 0)) or
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           ((a = amVampiric) and ((GameFlags and gfVampiric) <> 0)) then
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            begin
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            cnt:= 0;
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            Ammoz[a].Probability:= 0
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            end;
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        ammos[a]:= cnt;
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        if ((GameFlags and gfKing) <> 0) and ((GameFlags and gfPlaceHog) = 0) and (Ammoz[a].SkipTurns = 0) and (a <> amTeleport) and (a <> amSkip) then 
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            Ammoz[a].SkipTurns:= 1;
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        if ((GameFlags and gfPlaceHog) <> 0) and
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            (a <> amTeleport) and (a <> amSkip) and 
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            (Ammoz[a].SkipTurns < 10000) then inc(Ammoz[a].SkipTurns,10000)
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        end else
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        ammos[a]:= AMMO_INFINITE
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    end;
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FillAmmoStore(StoresList[Pred(StoreCnt)], ammos)
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end;
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function GetAmmoByNum(num: Longword): PHHAmmo;
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begin
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TryDo(num < StoreCnt, 'Invalid store number', true);
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exit(StoresList[num])
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end;
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procedure AssignStores;
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var t: LongInt;
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    i: Longword;
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begin
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for t:= 0 to Pred(TeamsCount) do
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   with TeamsArray[t]^ do
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      begin
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      for i:= 0 to cMaxHHIndex do
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          if Hedgehogs[i].Gear <> nil then
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             Hedgehogs[i].Ammo:= GetAmmoByNum(Hedgehogs[i].AmmoStore);
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      end
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end;
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procedure AddAmmo(var Hedgehog: THedgehog; ammo: TAmmoType);
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var ammos: TAmmoCounts;
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    slot, ami: LongInt;
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    hhammo: PHHAmmo;
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begin
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FillChar(ammos, sizeof(ammos), 0);
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hhammo:= Hedgehog.Ammo;
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for slot:= 0 to cMaxSlotIndex do
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    for ami:= 0 to cMaxSlotAmmoIndex do
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        if hhammo^[slot, ami].Count > 0 then
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           ammos[hhammo^[slot, ami].AmmoType]:= hhammo^[slot, ami].Count;
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if ammos[ammo] <> AMMO_INFINITE then
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   begin
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   inc(ammos[ammo], Ammoz[ammo].NumberInCase);
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   if ammos[ammo] > AMMO_INFINITE then ammos[ammo]:= AMMO_INFINITE
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   end;
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FillAmmoStore(hhammo, ammos)
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end;
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procedure PackAmmo(Ammo: PHHAmmo; Slot: LongInt);
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var ami: LongInt;
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    b: boolean;
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begin
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    repeat
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      b:= false;
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      ami:= 0;
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      while (not b) and (ami < cMaxSlotAmmoIndex) do
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          if (Ammo^[Slot, ami].Count = 0)
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             and (Ammo^[Slot, ami + 1].Count > 0) then b:= true
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                                                  else inc(ami);
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      if b then // there is a free item in ammo stack
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         begin
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         Ammo^[Slot, ami]:= Ammo^[Slot, ami + 1];
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         Ammo^[Slot, ami + 1].Count:= 0
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         end;
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    until not b;
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end;
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procedure OnUsedAmmo(var Hedgehog: THedgehog);
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begin
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with Hedgehog do
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	begin
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	MultiShootAttacks:= 0;
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	with Ammo^[CurSlot, CurAmmo] do
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		if Count <> AMMO_INFINITE then
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			begin
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			dec(Count);
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			if Count = 0 then
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				begin
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				PackAmmo(Ammo, CurSlot);
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				SwitchNotHeldAmmo(Hedgehog)
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				end
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			end
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	end
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end;
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function  HHHasAmmo(var Hedgehog: THedgehog; Ammo: TAmmoType): boolean;
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var slot, ami: LongInt;
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begin
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Slot:= Ammoz[Ammo].Slot;
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ami:= 0;
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while (ami <= cMaxSlotAmmoIndex) do
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      begin
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      with Hedgehog.Ammo^[Slot, ami] do
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            if (AmmoType = Ammo) then
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               exit((Count > 0) and (Hedgehog.Team^.Clan^.TurnNumber > Ammoz[AmmoType].SkipTurns));
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      inc(ami)
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      end;
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HHHasAmmo:= false
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end;
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procedure ApplyAngleBounds(var Hedgehog: THedgehog; AmmoType: TAmmoType);
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begin
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with Hedgehog do
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	begin
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	CurMinAngle:= Ammoz[AmmoType].minAngle;
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	if Ammoz[AmmoType].maxAngle <> 0 then
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		CurMaxAngle:= Ammoz[AmmoType].maxAngle
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	else
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		CurMaxAngle:= cMaxAngle;
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	with Hedgehog.Gear^ do
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		begin
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		if Angle < CurMinAngle then Angle:= CurMinAngle;
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		if Angle > CurMaxAngle then Angle:= CurMaxAngle;
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		end
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	end
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end;
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   256
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procedure SwitchToFirstLegalAmmo(var Hedgehog: THedgehog);
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begin
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with Hedgehog do
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	begin
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	CurAmmo:= 0;
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	CurSlot:= 0;
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	while (CurSlot <= cMaxSlotIndex) and
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		((Ammo^[CurSlot, CurAmmo].Count = 0) or
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		(Ammoz[Ammo^[CurSlot, CurAmmo].AmmoType].SkipTurns - CurrentTeam^.Clan^.TurnNumber >= 0))
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		do
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		begin
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		while (CurAmmo <= cMaxSlotAmmoIndex) and
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			((Ammo^[CurSlot, CurAmmo].Count = 0) or
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			(Ammoz[Ammo^[CurSlot, CurAmmo].AmmoType].SkipTurns - CurrentTeam^.Clan^.TurnNumber >= 0))
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			do inc(CurAmmo);
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		if (CurAmmo > cMaxSlotAmmoIndex) then
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			begin
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			CurAmmo:= 0;
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			inc(CurSlot)
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			end
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		end;
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	TryDo(CurSlot <= cMaxSlotIndex, 'Ammo slot index overflow', true)
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	end
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end;
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procedure ApplyAmmoChanges(var Hedgehog: THedgehog);
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var s: shortstring;
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begin
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TargetPoint.X:= NoPointX;
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   287
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with Hedgehog do
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88cdabb51995 Fix bug with rope and bazooka
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   289
	begin
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dbf195c3e09c fix a very rare bug in which CurSlot becomes greater than cMaxCurSlot
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88cdabb51995 Fix bug with rope and bazooka
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	if (Ammo^[CurSlot, CurAmmo].Count = 0) then
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		SwitchToFirstLegalAmmo(Hedgehog);
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dbf195c3e09c fix a very rare bug in which CurSlot becomes greater than cMaxCurSlot
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        //bad things could happen here in case CurSlot is overflowing
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	ApplyAngleBounds(Hedgehog, Ammo^[CurSlot, CurAmmo].AmmoType);
553
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	with Ammo^[CurSlot, CurAmmo] do
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		begin
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babe1a55e284 Add an empty weapon to avoid selection of weapons which aren't yet ready. Might all be useful to switch to amNothing in certain situations, like after using up all ropes, instead of bazooka.
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        if AmmoType <> amNothing then
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            begin
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		    s:= trammo[Ammoz[AmmoType].NameId];
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		    if (Count <> AMMO_INFINITE) and not (Hedgehog.Team^.ExtDriven or (Hedgehog.BotLevel > 0)) then
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			    s:= s + ' (' + IntToStr(Count) + ')';
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		    if (Propz and ammoprop_Timerable) <> 0 then
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			    s:= s + ', ' + inttostr(Timer div 1000) + ' ' + trammo[sidSeconds];
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		    AddCaption(s, Team^.Clan^.Color, capgrpAmmoinfo);
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            end;
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		if (Propz and ammoprop_NeedTarget) <> 0
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			then begin
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			Gear^.State:= Gear^.State or      gstHHChooseTarget;
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			isCursorVisible:= true
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			end else begin
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			Gear^.State:= Gear^.State and not gstHHChooseTarget;
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			isCursorVisible:= false
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			end;
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		ShowCrosshair:= (Propz and ammoprop_NoCrosshair) = 0
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		end
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	end
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end;
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procedure SwitchNotHeldAmmo(var Hedgehog: THedgehog);
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begin
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with Hedgehog do
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	if ((Ammo^[CurSlot, CurAmmo].Propz and ammoprop_DontHold) <> 0) or
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		(Ammoz[Ammo^[CurSlot, CurAmmo].AmmoType].SkipTurns - CurrentTeam^.Clan^.TurnNumber >= 0) then
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		SwitchToFirstLegalAmmo(Hedgehog);
553
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end;
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   328
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procedure SetWeapon(weap: TAmmoType);
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begin
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ParseCommand('/setweap ' + char(weap), true)
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end;
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   333
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procedure DisableSomeWeapons;
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var i, slot, a: Longword;
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	t: TAmmoType;
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begin
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for i:= 0 to Pred(StoreCnt) do
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	for slot:= 0 to cMaxSlotIndex do
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		begin
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		for a:= 0 to cMaxSlotAmmoIndex do
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			with StoresList[i]^[slot, a] do
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				if (Propz and ammoprop_NotBorder) <> 0 then Count:= 0;
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		PackAmmo(StoresList[i], slot)
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		end;
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   347
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for t:= Low(TAmmoType) to High(TAmmoType) do
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	if (Ammoz[t].Ammo.Propz and ammoprop_NotBorder) <> 0 then Ammoz[t].Probability:= 0
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   350
end;
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   351
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2fbc8d35eb52 Mode to place hogs at start of game. Will probably need a bit more testing.
nemo
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   352
// Restore indefinitely disabled weapons and initial weapon counts.  Only used for hog placement right now
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nemo
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procedure ResetWeapons;
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var i, slot, a: Longword;
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	t: TAmmoType;
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nemo
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   356
begin
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nemo
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for i:= 0 to Pred(StoreCnt) do
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nemo
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   358
	for slot:= 0 to cMaxSlotIndex do
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nemo
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   359
		begin
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nemo
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		for a:= 0 to cMaxSlotAmmoIndex do
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nemo
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   361
			with StoresList[i]^[slot, a] do
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df7ec369992b Should be equivalent, but in any case, not needed
nemo
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   362
                Count:= InitialCount;
2762
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nemo
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diff changeset
   363
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nemo
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   364
		PackAmmo(StoresList[i], slot)
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nemo
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   365
		end;
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nemo
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   366
for t:= Low(TAmmoType) to High(TAmmoType) do
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   367
	if Ammoz[t].SkipTurns >= 10000 then dec(Ammoz[t].SkipTurns,10000);
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nemo
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   368
end;
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nemo
parents: 2732
diff changeset
   369
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   370
procedure init_uAmmos;
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   371
begin
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   372
	shoppa:= false;
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   373
	StoreCnt:= 0
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koda
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   374
end;
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   375
2715
0e4e0db79e2a Free up some unfreed memory. Needed for Koda's iphone lib work
nemo
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   376
procedure free_uAmmos;
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nemo
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   377
var i: LongWord;
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nemo
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   378
begin
2796
7f86e7ad378b Engine:
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   379
	if StoreCnt > 0 then
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   380
		for i:= 0 to Pred(StoreCnt) do Dispose(StoresList[i]);
2716
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   381
	StoreCnt:= 0
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nemo
parents: 2630
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   382
end;
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nemo
parents: 2630
diff changeset
   383
288
929c44745fd9 Ammo schemes and ammo stores support in engine
unc0rr
parents:
diff changeset
   384
end.