416 ammoReinforcement:= s; |
416 ammoReinforcement:= s; |
417 end; |
417 end; |
418 |
418 |
419 // Restore indefinitely disabled weapons and initial weapon counts. Only used for hog placement right now |
419 // Restore indefinitely disabled weapons and initial weapon counts. Only used for hog placement right now |
420 procedure ResetWeapons; |
420 procedure ResetWeapons; |
421 var i, slot, a: Longword; |
421 var i, t: Longword; |
422 t: TAmmoType; |
422 a: TAmmoType; |
423 begin |
423 begin |
424 for i:= 0 to Pred(StoreCnt) do |
424 for t:= 0 to Pred(TeamsCount) do |
425 for slot:= 0 to cMaxSlotIndex do |
425 with TeamsArray[t]^ do |
426 begin |
426 for i:= 0 to cMaxHHIndex do |
427 for a:= 0 to cMaxSlotAmmoIndex do |
427 if Hedgehogs[i].Gear <> nil then |
428 with StoresList[i]^[slot, a] do |
428 FillAmmoStore(Hedgehogs[i].Ammo, InitialCounts[Hedgehogs[i].AmmoStore]); |
429 if AmmoType <> amNothing then Count:= InitialCounts[i][AmmoType]; |
429 |
430 |
430 for a:= Low(TAmmoType) to High(TAmmoType) do |
431 PackAmmo(StoresList[i], slot) |
431 if Ammoz[a].SkipTurns >= 10000 then dec(Ammoz[a].SkipTurns,10000) |
432 end; |
|
433 for t:= Low(TAmmoType) to High(TAmmoType) do |
|
434 if Ammoz[t].SkipTurns >= 10000 then dec(Ammoz[t].SkipTurns,10000); |
|
435 end; |
432 end; |
436 |
433 |
437 procedure initModule; |
434 procedure initModule; |
438 begin |
435 begin |
439 shoppa:= false; |
436 shoppa:= false; |