hedgewars/uAmmos.pas
author unc0rr
Sat, 26 Apr 2008 14:35:01 +0000
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child 883 07a568ba44e0
permissions -rw-r--r--
Desert Eagle and Shotgun shot animations
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(*
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 * Hedgewars, a worms-like game
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 * Copyright (c) 2006, 2007 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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unit uAmmos;
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interface
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uses uConsts, uTeams;
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{$INCLUDE options.inc}
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procedure AddAmmoStore(s: shortstring);
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procedure AssignStores;
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procedure AddAmmo(var Hedgehog: THedgehog; ammo: TAmmoType);
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function  HHHasAmmo(var Hedgehog: THedgehog; Ammo: TAmmoType): boolean;
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procedure PackAmmo(Ammo: PHHAmmo; Slot: LongInt);
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procedure OnUsedAmmo(var Hedgehog: THedgehog);
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procedure ApplyAmmoChanges(var Hedgehog: THedgehog);
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procedure SwitchNotHoldedAmmo(var Hedgehog: THedgehog);
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procedure SetWeapon(weap: TAmmoType);
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implementation
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uses uMisc, uGears, uWorld, uLocale, uConsole;
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type TAmmoCounts = array[TAmmoType] of Longword;
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var StoresList: array[0..Pred(cMaxHHs)] of PHHAmmo;
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    StoreCnt: Longword = 0;
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procedure FillAmmoStore(Ammo: PHHAmmo; var cnts: TAmmoCounts);
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var mi: array[0..cMaxSlotIndex] of byte;
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    a: TAmmoType;
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begin
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FillChar(mi, sizeof(mi), 0);
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FillChar(Ammo^, sizeof(Ammo^), 0);
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for a:= Low(TAmmoType) to High(TAmmoType) do
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    if cnts[a] > 0 then
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       begin
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       TryDo(mi[Ammoz[a].Slot] <= cMaxSlotAmmoIndex, 'Ammo slot overflow', true);
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       Ammo^[Ammoz[a].Slot, mi[Ammoz[a].Slot]]:= Ammoz[a].Ammo;
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       Ammo^[Ammoz[a].Slot, mi[Ammoz[a].Slot]].Count:= cnts[a];
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       inc(mi[Ammoz[a].Slot])
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       end
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end;
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procedure AddAmmoStore(s: shortstring);
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var cnt: Longword;
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    a: TAmmoType;
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    ammos: TAmmoCounts;
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begin
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TryDo(byte(s[0]) = byte(ord(High(TAmmoType)) + 1), 'Invalid ammo scheme (incompatible frontend)', true);
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inc(StoreCnt);
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TryDo(StoreCnt <= cMaxHHs, 'Ammo stores overflow', true);
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new(StoresList[Pred(StoreCnt)]);
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for a:= Low(TAmmoType) to High(TAmmoType) do
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    begin
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    cnt:= byte(s[ord(a) + 1]) - byte('0');
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    if cnt = 9 then cnt:= AMMO_INFINITE;
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    ammos[a]:= cnt
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    end;
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FillAmmoStore(StoresList[Pred(StoreCnt)], ammos)
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end;
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function GetAmmoByNum(num: Longword): PHHAmmo;
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begin
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TryDo(num < StoreCnt, 'Invalid store number', true);
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exit(StoresList[num])
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end;
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procedure AssignStores;
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var t: LongInt;
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    i: Longword;
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begin
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for t:= 0 to Pred(TeamsCount) do
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   with TeamsArray[t]^ do
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      begin
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      for i:= 0 to cMaxHHIndex do
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          if Hedgehogs[i].Gear <> nil then
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             Hedgehogs[i].Ammo:= GetAmmoByNum(Hedgehogs[i].AmmoStore);
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      end
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end;
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procedure AddAmmo(var Hedgehog: THedgehog; ammo: TAmmoType);
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var ammos: TAmmoCounts;
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    slot, ami: LongInt;
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    hhammo: PHHAmmo;
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begin
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FillChar(ammos, sizeof(ammos), 0);
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hhammo:= Hedgehog.Ammo;
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for slot:= 0 to cMaxSlotIndex do
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    for ami:= 0 to cMaxSlotAmmoIndex do
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        if hhammo^[slot, ami].Count > 0 then
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           ammos[hhammo^[slot, ami].AmmoType]:= hhammo^[slot, ami].Count;
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if ammos[ammo] <> AMMO_INFINITE then inc(ammos[ammo], Ammoz[ammo].NumberInCase);
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FillAmmoStore(hhammo, ammos)
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end;
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procedure PackAmmo(Ammo: PHHAmmo; Slot: LongInt);
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var ami: LongInt;
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    b: boolean;
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begin
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    repeat
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      b:= false;
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      ami:= 0;
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      while (not b) and (ami < cMaxSlotAmmoIndex) do
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          if (Ammo^[Slot, ami].Count = 0)
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             and (Ammo^[Slot, ami + 1].Count > 0) then b:= true
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                                                  else inc(ami);
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      if b then // there's a free item in ammo stack
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         begin
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         Ammo^[Slot, ami]:= Ammo^[Slot, ami + 1];
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         Ammo^[Slot, ami + 1].Count:= 0
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         end;
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    until not b;
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end;
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procedure OnUsedAmmo(var Hedgehog: THedgehog);
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var s, a: Longword;
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begin
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with Hedgehog do
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     begin
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     if CurAmmoGear = nil then begin s:= CurSlot; a:= CurAmmo end
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                          else begin s:= AltSlot; a:= AltAmmo end;
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     with Ammo^[s, a] do
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          if Count <> AMMO_INFINITE then
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             begin
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             dec(Count);
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             if Count = 0 then PackAmmo(Ammo, CurSlot)
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             end
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     end
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end;
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function  HHHasAmmo(var Hedgehog: THedgehog; Ammo: TAmmoType): boolean;
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var slot, ami: LongInt;
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begin
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Slot:= Ammoz[Ammo].Slot;
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ami:= 0;
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while (ami <= cMaxSlotAmmoIndex) do
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      begin
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      with Hedgehog.Ammo^[Slot, ami] do
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            if (AmmoType = Ammo) and (Count > 0) then exit(true);
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      inc(ami)
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      end;
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HHHasAmmo:= false
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end;
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procedure ApplyAmmoChanges(var Hedgehog: THedgehog);
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var s: shortstring;
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begin
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TargetPoint.X:= NoPointX;
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with Hedgehog do
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     begin
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     if (Ammo^[CurSlot, CurAmmo].Count = 0)then
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        begin
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        CurAmmo:= 0;
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        CurSlot:= 0;
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        while (CurSlot <= cMaxSlotIndex) and (Ammo^[CurSlot, CurAmmo].Count = 0) do inc(CurSlot)
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        end;
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with Ammo^[CurSlot, CurAmmo] do
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     begin
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     CurMinAngle:= Ammoz[AmmoType].minAngle;
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     if Ammoz[AmmoType].maxAngle <> 0 then CurMaxAngle:= Ammoz[AmmoType].maxAngle
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                                      else CurMaxAngle:= cMaxAngle;
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     with Hedgehog.Gear^ do
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        begin
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        if Angle < CurMinAngle then Angle:= CurMinAngle;
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        if Angle > CurMaxAngle then Angle:= CurMaxAngle;
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        end;
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     s:= trammo[Ammoz[AmmoType].NameId];
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     if Count <> AMMO_INFINITE then
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        s:= s + ' (' + IntToStr(Count) + ')';
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     if (Propz and ammoprop_Timerable) <> 0 then
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        s:= s + ', ' + inttostr(Timer div 1000) + ' ' + trammo[sidSeconds];
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     AddCaption(s, Team^.Clan^.Color, capgrpAmmoinfo);
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     if (Propz and ammoprop_NeedTarget) <> 0
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        then begin
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        Gear^.State:= Gear^.State or      gstHHChooseTarget;
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        isCursorVisible:= true
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        end else begin
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        Gear^.State:= Gear^.State and not gstHHChooseTarget;
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        isCursorVisible:= false
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        end;
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     ShowCrosshair:= (Propz and ammoprop_NoCrosshair) = 0
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     end
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     end
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end;
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procedure SwitchNotHoldedAmmo(var Hedgehog: THedgehog);
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begin
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with Hedgehog do
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     if (Ammo^[CurSlot, CurAmmo].Propz and ammoprop_DontHold) <> 0 then
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        begin
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        CurAmmo:= 0;
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        CurSlot:= 0;
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        while (CurSlot <= cMaxSlotIndex) and (Ammo^[CurSlot, CurAmmo].Count = 0) do inc(CurSlot)
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        end
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end;
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783
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procedure SetWeapon(weap: TAmmoType);
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begin
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ParseCommand('/setweap ' + char(weap), true)
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end;
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929c44745fd9 Ammo schemes and ammo stores support in engine
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end.