hedgewars/uWorld.pas
changeset 2376 ece7b87f1334
parent 2375 99f05a01a6a3
child 2378 66fcb4d62a53
equal deleted inserted replaced
2375:99f05a01a6a3 2376:ece7b87f1334
   162 
   162 
   163 	if (Pos >= 0) then
   163 	if (Pos >= 0) then
   164 		if (Ammo^[Slot, Pos].Count > 0) and (Ammo^[Slot, Pos].AmmoType <> amNothing) then
   164 		if (Ammo^[Slot, Pos].Count > 0) and (Ammo^[Slot, Pos].AmmoType <> amNothing) then
   165 		begin
   165 		begin
   166 		DrawTexture(cScreenWidth div 2 - 200 + AMxShift, cScreenHeight - 68, Ammoz[Ammo^[Slot, Pos].AmmoType].NameTex);
   166 		DrawTexture(cScreenWidth div 2 - 200 + AMxShift, cScreenHeight - 68, Ammoz[Ammo^[Slot, Pos].AmmoType].NameTex);
   167 		
   167 
   168 		if Ammo^[Slot, Pos].Count < AMMO_INFINITE then
   168 		if Ammo^[Slot, Pos].Count < AMMO_INFINITE then
   169 			DrawTexture(cScreenWidth div 2 + AMxShift - 35, cScreenHeight - 68, CountTexz[Ammo^[Slot, Pos].Count]);
   169 			DrawTexture(cScreenWidth div 2 + AMxShift - 35, cScreenHeight - 68, CountTexz[Ammo^[Slot, Pos].Count]);
   170 		
   170 
   171 		if bSelected and (Ammoz[Ammo^[Slot, Pos].AmmoType].SkipTurns - CurrentTeam^.Clan^.TurnNumber < 0) then
   171 		if bSelected and (Ammoz[Ammo^[Slot, Pos].AmmoType].SkipTurns - CurrentTeam^.Clan^.TurnNumber < 0) then
   172 			begin
   172 			begin
   173 			bShowAmmoMenu:= false;
   173 			bShowAmmoMenu:= false;
   174 			SetWeapon(Ammo^[Slot, Pos].AmmoType);
   174 			SetWeapon(Ammo^[Slot, Pos].AmmoType);
   175 			bSelected:= false;
   175 			bSelected:= false;
   304 if ZoomValue > zoom then
   304 if ZoomValue > zoom then
   305 	begin
   305 	begin
   306 	zoom:= zoom + 0.001 * Lag;
   306 	zoom:= zoom + 0.001 * Lag;
   307 	if ZoomValue < zoom then zoom:= ZoomValue
   307 	if ZoomValue < zoom then zoom:= ZoomValue
   308 	end;
   308 	end;
   309 	
   309 
   310 // Sky
   310 // Sky
   311 glClear(GL_COLOR_BUFFER_BIT);
   311 glClear(GL_COLOR_BUFFER_BIT);
   312 glEnable(GL_BLEND);
   312 glEnable(GL_BLEND);
   313 glEnable(GL_TEXTURE_2D);
   313 glEnable(GL_TEXTURE_2D);
   314 //glPushMatrix;
   314 //glPushMatrix;