hedgewars/uGearsHandlersMess.pas
changeset 14761 1b82538970ca
parent 14759 c6b7f4a4122c
child 14820 183677a07c8d
equal deleted inserted replaced
14760:75bd27700837 14761:1b82538970ca
  2480         // health texture for health crate
  2480         // health texture for health crate
  2481         if (k = gtCase) and ((Gear^.Pos and $02) <> 0) then
  2481         if (k = gtCase) and ((Gear^.Pos and $02) <> 0) then
  2482             begin
  2482             begin
  2483             FreeAndNilTexture(Gear^.Tex);
  2483             FreeAndNilTexture(Gear^.Tex);
  2484             if ((Gear^.State and gstFrozen) = 0) then
  2484             if ((Gear^.State and gstFrozen) = 0) then
       
  2485                 begin
  2485                 // Karma=2: Always hide health
  2486                 // Karma=2: Always hide health
  2486                 if (Gear^.Karma = 2) then
  2487                 if (Gear^.Karma = 2) then
  2487                     Gear^.Tex := RenderStringTex(ansistring(trmsg[sidUnknownGearValue]), $ff80ff80, fnt16)
  2488                     i:= 0
  2488                 // Karma=1: Hide health in game, but show in demo
  2489                 // Karma=1: Hide health in game, but show in demo
  2489                 else if (Gear^.Karma = 1) and (GameType in [gmtDemo, gmtRecord]) then
  2490                 else if (Gear^.Karma = 1) then
  2490                     Gear^.Tex := RenderStringTex(ansistring(trmsg[sidUnknownGearValue]), $ff80ff80, fnt16)
  2491                     if (GameType in [gmtDemo, gmtRecord]) then
       
  2492                         i:= 1
       
  2493                     else
       
  2494                         i:= 0
  2491                 // Always show health (default)
  2495                 // Always show health (default)
  2492                 else
  2496                 else
  2493                     Gear^.Tex := RenderStringTex(ansistring(inttostr(Gear^.Health)), $ff80ff80, fnt16);
  2497                     i:= 1;
       
  2498                 if i = 1 then
       
  2499                     Gear^.Tex := RenderStringTex(ansistring(inttostr(Gear^.Health)), $ff80ff80, fnt16)
       
  2500                 else
       
  2501                     Gear^.Tex := RenderStringTex(ansistring(trmsg[sidUnknownGearValue]), $ff80ff80, fnt16)
       
  2502                 end;
  2494             end;
  2503             end;
  2495         if Gear^.Timer = 500 then
  2504         if Gear^.Timer = 500 then
  2496             begin
  2505             begin
  2497 (* Can't make sparkles team coloured without working out what the next team is going to be. This should be solved, really, since it also screws up
  2506 (* Can't make sparkles team coloured without working out what the next team is going to be. This should be solved, really, since it also screws up
  2498    voices. Reinforcements voices is heard for active team, not team-to-be.  Either that or change crate spawn from end of turn to start, although that
  2507    voices. Reinforcements voices is heard for active team, not team-to-be.  Either that or change crate spawn from end of turn to start, although that