hedgewars/uAIActions.pas
author nemo
Sun, 02 Oct 2011 10:36:43 -0400
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parent 5419 2fed5e26ff7d
child 6393 701eb3f3556a
permissions -rw-r--r--
Basic test implementation of an ice flag. Allows for slick parts of terrain. Intended for ice gun, or "ice" mask on portions of land objects. In this test variant it is triggered on girders/objects/bridges of the snow/christmas theme, or on a map that uses blue as a mask colour. Probably needs sheepluva's slope detection to make slopes more slippery to climb.
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(*
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 * Hedgewars, a free turn based strategy game
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 * Copyright (c) 2004-2011 Andrey Korotaev <unC0Rr@gmail.com>
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 *
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 * This program is free software; you can redistribute it and/or modify
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 * it under the terms of the GNU General Public License as published by
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 * the Free Software Foundation; version 2 of the License
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 *
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 * This program is distributed in the hope that it will be useful,
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 * but WITHOUT ANY WARRANTY; without even the implied warranty of
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 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
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 * GNU General Public License for more details.
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 *
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 * You should have received a copy of the GNU General Public License
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 * along with this program; if not, write to the Free Software
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 * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA
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 *)
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{$INCLUDE "options.inc"}
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unit uAIActions;
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interface
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uses uFloat, uTypes;
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const MAXACTIONS     = 96;
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      aia_none       = 0;
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      aia_Left       = 1;
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      aia_Right      = 2;
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      aia_Timer      = 3;
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      aia_attack     = 4;
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      aia_Up         = 5;
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      aia_Down       = 6;
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      aia_Weapon     = $8000;
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      aia_WaitXL     = $8001;
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      aia_WaitXR     = $8002;
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      aia_LookLeft   = $8003;
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      aia_LookRight  = $8004;
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      aia_AwareExpl  = $8005;
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      aia_HJump      = $8006;
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      aia_LJump      = $8007;
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      aia_Skip       = $8008;
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      aia_Wait       = $8009;
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      aia_Put        = $800A;
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      aim_push       = $8000;
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      aim_release    = $8001;
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      ai_specmask    = $8000;
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type TAction = record
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               Action: Longword;
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               X, Y, Param: LongInt;
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               Time: Longword;
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               end;
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     TActions = record
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                Count, Pos: Longword;
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                actions: array[0..Pred(MAXACTIONS)] of TAction;
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                Score: LongInt;
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                end;
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procedure AddAction(var Actions: TActions; Action: Longword; Param: LongInt; TimeDelta: Longword; X, Y: LongInt);
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procedure ProcessAction(var Actions: TActions; Me: PGear);
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implementation
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uses uAIMisc, uAI, uAmmos, uVariables, uCommands, uUtils, uDebug, uIO;
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const ActionIdToStr: array[0..6] of string[16] = (
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{aia_none}           '',
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{aia_Left}           'left',
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{aia_Right}          'right',
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{aia_Timer}          'timer',
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{aia_attack}         'attack',
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{aia_Up}             'up',
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{aia_Down}           'down'
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                     );
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{$IFDEF TRACEAIACTIONS}
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const SpecActionIdToStr: array[$8000..$8009] of string[16] = (
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{aia_Weapon}             'aia_Weapon',
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{aia_WaitX}              'aia_WaitX',
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{aia_WaitY}              'aia_WaitY',
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{aia_LookLeft}           'aia_LookLeft',
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{aia_LookRight}          'aia_LookRight',
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{aia_AwareExpl}          'aia_AwareExpl',
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{aia_HJump}              'aia_HJump',
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{aia_LJump}              'aia_LJump',
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{aia_Skip}               'aia_Skip',
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{aia_Wait}               'aia_Wait'
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);
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procedure DumpAction(Action: TAction; Me: PGear);
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begin
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if (Action.Action and ai_specmask) = 0 then
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   WriteLnToConsole('AI action: '+ActionIdToStr[Action.Action])
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else begin
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   WriteLnToConsole('AI action: '+SpecActionIdToStr[Action.Action]);
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   if (Action.Action = aia_WaitXL) or (Action.Action = aia_WaitXR) then
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      WriteLnToConsole('AI action Wait X = '+IntToStr(Action.Param)+', current X = '+IntToStr(hwRound(Me^.X)))
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   else if (Action.Action = aia_AwareExpl) then WriteLnToConsole('Aware X = ' + IntToStr(Action.X) + ', Y = ' + IntToStr(Action.Y));
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   end
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end;
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{$ENDIF}
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procedure AddAction(var Actions: TActions; Action: Longword; Param: LongInt; TimeDelta: Longword; X, Y: LongInt);
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begin
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with Actions do
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     begin
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     actions[Count].Action:= Action;
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     actions[Count].Param:= Param;
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     actions[Count].X:= X;
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     actions[Count].Y:= Y;
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     if Count > 0 then actions[Count].Time:= TimeDelta
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                  else actions[Count].Time:= GameTicks + TimeDelta;
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     inc(Count);
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     TryDo(Count < MAXACTIONS, 'AI: actions overflow', true);
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     end
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end;
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procedure ProcessAction(var Actions: TActions; Me: PGear);
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var s: shortstring;
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    procedure CheckHang;
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    const PrevX: LongInt = 0;
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          timedelta: Longword = 0;
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    begin
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    if hwRound(Me^.X) <> PrevX then
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       begin
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       PrevX:= hwRound(Me^.X);
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       timedelta:= 0
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       end else
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       begin
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       inc(timedelta);
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       if timedelta > 1700 then
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          begin
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          timedelta:= 0;
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          FreeActionsList
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          end
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       end
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    end;
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begin
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repeat
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if Actions.Pos >= Actions.Count then exit;
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with Actions.actions[Actions.Pos] do
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     begin
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     if Time > GameTicks then exit;
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     {$IFDEF TRACEAIACTIONS}
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     DumpAction(Actions.actions[Actions.Pos], Me);
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     {$ENDIF}
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     if (Action and ai_specmask) <> 0 then
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        case Action of
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           aia_Weapon: SetWeapon(TAmmoType(Param));
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           aia_WaitXL: if hwRound(Me^.X) = Param then
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                          begin
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                          Action:= aia_LookLeft;
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                          Time:= GameTicks;
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                          exit
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                          end
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                          else if hwRound(Me^.X) < Param then
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                               begin
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                               //OutError('AI: WaitXL assert (' + IntToStr(hwRound(Me^.X)) + ' < ' + IntToStr(Param) + ')', false);
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                               FreeActionsList;
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                               exit
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                               end
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                          else begin CheckHang; exit end;
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           aia_WaitXR: if hwRound(Me^.X) = Param then
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                          begin
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                          Action:= aia_LookRight;
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                          Time:= GameTicks;
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                          exit
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                          end
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                          else if hwRound(Me^.X) > Param then
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                               begin
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                               //OutError('AI: WaitXR assert (' + IntToStr(hwRound(Me^.X)) + ' > ' + IntToStr(Param) + ')', false);
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                               FreeActionsList;
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                               exit
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                               end
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                          else begin CheckHang; exit end;
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         aia_LookLeft: if not Me^.dX.isNegative then
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                          begin
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                          ParseCommand('+left', true);
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                          exit
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                          end else ParseCommand('-left', true);
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        aia_LookRight: if Me^.dX.isNegative then
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                          begin
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                          ParseCommand('+right', true);
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                          exit
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                          end else ParseCommand('-right', true);
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        aia_AwareExpl: AwareOfExplosion(X, Y, Param);
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            aia_HJump: ParseCommand('hjump', true);
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            aia_LJump: ParseCommand('ljump', true);
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             aia_Skip: ParseCommand('skip', true);
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              aia_Put: doPut(X, Y, true);
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             end else
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        begin
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        s:= ActionIdToStr[Action];
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        if (Param and ai_specmask) <> 0 then
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           case Param of
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             aim_push: s:= '+' + s;
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          aim_release: s:= '-' + s;
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             end
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          else if Param <> 0 then s:= s + ' ' + IntToStr(Param);
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        ParseCommand(s, true)
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        end
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     end;
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inc(Actions.Pos);
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if Actions.Pos <= Actions.Count then
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   inc(Actions.actions[Actions.Pos].Time, GameTicks);
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until false
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end;
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end.