121 dec(y); |
121 dec(y); |
122 DrawSprite(sprAMBorders, x, y, 1); |
122 DrawSprite(sprAMBorders, x, y, 1); |
123 dec(y, 33); |
123 dec(y, 33); |
124 DrawSprite(sprAMSlotName, x, y, 0); |
124 DrawSprite(sprAMSlotName, x, y, 0); |
125 for i:= cMaxSlotIndex downto 0 do |
125 for i:= cMaxSlotIndex downto 0 do |
126 if (Ammo^[i, 0].Count > 0) and (Ammo^[i, 0].AmmoType <> amNothing) then |
126 if (Ammo^[i, 0].Count > 0) then |
127 begin |
127 begin |
128 if (cScreenHeight - CursorPoint.Y >= y - 33) and (cScreenHeight - CursorPoint.Y < y) then Slot:= i; |
128 if (cScreenHeight - CursorPoint.Y >= y - 33) and (cScreenHeight - CursorPoint.Y < y) then Slot:= i; |
129 dec(y, 33); |
129 dec(y, 33); |
130 inc(SlotsNum); |
130 inc(SlotsNum); |
131 DrawSprite(sprAMSlot, x, y, 0); |
131 DrawSprite(sprAMSlot, x, y, 0); |
132 DrawSprite(sprAMSlotKeys, x + 2, y + 1, i); |
132 DrawSprite(sprAMSlotKeys, x + 2, y + 1, i); |
133 t:= 0; |
133 t:= 0; |
134 while (t <= cMaxSlotAmmoIndex) and (Ammo^[i, t].Count > 0) do |
134 while (t <= cMaxSlotAmmoIndex) and (Ammo^[i, t].Count > 0) and (Ammo^[i, t].AmmoType <> amNothing) do |
135 begin |
135 begin |
136 l:= Ammoz[Ammo^[i, t].AmmoType].SkipTurns - CurrentTeam^.Clan^.TurnNumber; |
136 l:= Ammoz[Ammo^[i, t].AmmoType].SkipTurns - CurrentTeam^.Clan^.TurnNumber; |
137 |
137 |
138 if l >= 0 then |
138 if l >= 0 then |
139 begin |
139 begin |