equal
deleted
inserted
replaced
960 end else |
960 end else |
961 |
961 |
962 if (Gear^.State and gstHHDriven) <> 0 then |
962 if (Gear^.State and gstHHDriven) <> 0 then |
963 begin |
963 begin |
964 if ((Gear^.State and gstHHThinking) = 0) and |
964 if ((Gear^.State and gstHHThinking) = 0) and |
965 ShowCrosshair and |
965 (ShowCrosshair or ((CurAmmoGear <> nil) and (CurAmmoGear^.Kind = gtRope))) and |
966 ((Gear^.State and (gstAttacked or gstAnimation)) = 0) then |
966 ((Gear^.State and (gstAttacked or gstAnimation)) = 0) then |
967 begin |
967 begin |
968 (* These calculations are a little complex for a few reasons: |
968 (* These calculations are a little complex for a few reasons: |
969 1: I need to draw the laser from weapon origin to nearest land |
969 1: I need to draw the laser from weapon origin to nearest land |
970 2: I need to start the beam outside the hedgie for attractiveness. |
970 2: I need to start the beam outside the hedgie for attractiveness. |