equal
deleted
inserted
replaced
108 // avoid things we already have by scheme |
108 // avoid things we already have by scheme |
109 // merge this into DisableSomeWeapons ? |
109 // merge this into DisableSomeWeapons ? |
110 if ((a = amLowGravity) and ((GameFlags and gfLowGravity) <> 0)) or |
110 if ((a = amLowGravity) and ((GameFlags and gfLowGravity) <> 0)) or |
111 ((a = amInvulnerable) and ((GameFlags and gfInvulnerable) <> 0)) or |
111 ((a = amInvulnerable) and ((GameFlags and gfInvulnerable) <> 0)) or |
112 ((a = amLaserSight) and ((GameFlags and gfLaserSight) <> 0)) or |
112 ((a = amLaserSight) and ((GameFlags and gfLaserSight) <> 0)) or |
113 ((a = amVampiric) and ((GameFlags and gfVampiric) <> 0)) then |
113 ((a = amVampiric) and ((GameFlags and gfVampiric) <> 0)) or |
|
114 ((a = amExtraTime) and (cHedgehogTurnTime >= 1000000)) then |
114 begin |
115 begin |
115 cnt:= 0; |
116 cnt:= 0; |
116 Ammoz[a].Probability:= 0 |
117 Ammoz[a].Probability:= 0 |
117 end; |
118 end; |
118 ammos[a]:= cnt; |
119 ammos[a]:= cnt; |