hedgewars/uWorld.pas
changeset 7840 7d86dbcd6325
parent 7721 2b1ad418ba39
child 7841 43e68ac28d79
equal deleted inserted replaced
7839:e45a7a159981 7840:7d86dbcd6325
   679     {$ENDIF}
   679     {$ENDIF}
   680             for t:=0 to cMaxSlotAmmoIndex do
   680             for t:=0 to cMaxSlotAmmoIndex do
   681                 if (Ammo^[i, t].Count > 0) and (Ammo^[i, t].AmmoType <> amNothing) then
   681                 if (Ammo^[i, t].Count > 0) and (Ammo^[i, t].AmmoType <> amNothing) then
   682                     begin
   682                     begin
   683                     if (CursorPoint.Y <= (cScreenHeight - AmmoRect.y) - ( c    * (AMSlotSize+1))) and
   683                     if (CursorPoint.Y <= (cScreenHeight - AmmoRect.y) - ( c    * (AMSlotSize+1))) and
   684                        (CursorPoint.Y >= (cScreenHeight - AmmoRect.y) - ((c+1) * (AMSlotSize+1))) and
   684                        (CursorPoint.Y >  (cScreenHeight - AmmoRect.y) - ((c+1) * (AMSlotSize+1))) and
   685                        (CursorPoint.X >= AmmoRect.x                   + ( g    * (AMSlotSize+1))) and 
   685                        (CursorPoint.X >  AmmoRect.x                   + ( g    * (AMSlotSize+1))) and 
   686                        (CursorPoint.X <= AmmoRect.x                   + ((g+1) * (AMSlotSize+1))) then
   686                        (CursorPoint.X <= AmmoRect.x                   + ((g+1) * (AMSlotSize+1))) then
   687                         begin
   687                         begin
   688                         Slot:= i;
   688                         Slot:= i;
   689                         Pos:= t;
   689                         Pos:= t;
   690                         STurns:= Ammoz[Ammo^[i, t].AmmoType].SkipTurns - CurrentTeam^.Clan^.TurnNumber;
   690                         STurns:= Ammoz[Ammo^[i, t].AmmoType].SkipTurns - CurrentTeam^.Clan^.TurnNumber;
  1670 if ((CursorPoint.X = prevPoint.X) and (CursorPoint.Y = prevpoint.Y)) then
  1670 if ((CursorPoint.X = prevPoint.X) and (CursorPoint.Y = prevpoint.Y)) then
  1671     exit;
  1671     exit;
  1672 
  1672 
  1673 if (AMState = AMShowingUp) or (AMState = AMShowing) then
  1673 if (AMState = AMShowingUp) or (AMState = AMShowing) then
  1674 begin
  1674 begin
  1675     if CursorPoint.X < AmmoRect.x then//check left 
  1675     if CursorPoint.X < AmmoRect.x + AMSlotSize then//check left
  1676         CursorPoint.X:= AmmoRect.x;
  1676         CursorPoint.X:= AmmoRect.x + AMSlotSize;
  1677     if CursorPoint.X > AmmoRect.x + AmmoRect.w then//check right
  1677     if CursorPoint.X > AmmoRect.x + AmmoRect.w then//check right
  1678         CursorPoint.X:= AmmoRect.x + AmmoRect.w;
  1678         CursorPoint.X:= AmmoRect.x + AmmoRect.w;
  1679     if CursorPoint.Y > cScreenHeight - AmmoRect.y then//check top
  1679     if CursorPoint.Y > cScreenHeight - AmmoRect.y then//check top
  1680         CursorPoint.Y:= cScreenHeight - AmmoRect.y;
  1680         CursorPoint.Y:= cScreenHeight - AmmoRect.y;
  1681     if CursorPoint.Y < cScreenHeight - (AmmoRect.y + AmmoRect.h - AMSlotSize - 2) then//check bottom
  1681     if CursorPoint.Y < cScreenHeight - (AmmoRect.y + AmmoRect.h - AMSlotSize - 2) then//check bottom