69 |
69 |
70 for i:= 0 to Pred(Targets.Count) do |
70 for i:= 0 to Pred(Targets.Count) do |
71 if (Targets.ar[i].Score >= 0) and (not StopThinking) then |
71 if (Targets.ar[i].Score >= 0) and (not StopThinking) then |
72 begin |
72 begin |
73 with CurrentHedgehog^ do |
73 with CurrentHedgehog^ do |
74 a:= Ammo^[CurSlot, CurAmmo].AmmoType; |
74 a:= CurAmmoType; |
75 aa:= a; |
75 aa:= a; |
76 repeat |
76 repeat |
77 if (CanUseAmmo[a]) and |
77 if (CanUseAmmo[a]) and |
78 ((not isMoved) or ((AmmoTests[a].flags and amtest_OnTurn) = 0)) then |
78 ((not isMoved) or ((AmmoTests[a].flags and amtest_OnTurn) = 0)) then |
79 begin |
79 begin |
210 while (Stack.Count > 0) and (not StopThinking) and (GameFlags and gfArtillery = 0) do |
210 while (Stack.Count > 0) and (not StopThinking) and (GameFlags and gfArtillery = 0) do |
211 begin |
211 begin |
212 Pop(ticks, Actions, Me^); |
212 Pop(ticks, Actions, Me^); |
213 |
213 |
214 AddAction(Actions, Me^.Message, aim_push, 250, 0, 0); |
214 AddAction(Actions, Me^.Message, aim_push, 250, 0, 0); |
215 if (Me^.Message and gm_Left) <> 0 then AddAction(Actions, aia_WaitXL, hwRound(Me^.X), 0, 0, 0) |
215 if (Me^.Message and gmLeft) <> 0 then AddAction(Actions, aia_WaitXL, hwRound(Me^.X), 0, 0, 0) |
216 else AddAction(Actions, aia_WaitXR, hwRound(Me^.X), 0, 0, 0); |
216 else AddAction(Actions, aia_WaitXR, hwRound(Me^.X), 0, 0, 0); |
217 steps:= 0; |
217 steps:= 0; |
218 |
218 |
219 while (not StopThinking) and (not PosInThinkStack(Me)) do |
219 while (not StopThinking) and (not PosInThinkStack(Me)) do |
220 begin |
220 begin |