- New First Aid powerup
- New power progressbar
- Less powerful Desert Eagle
- Bots can use Desert Eagle
- Set TurnTimeLeft to 0 when hh damaged
- Bots can handle situation when ammo is over
- Bots can go in different directions to reach good position, not just only go left or right
- Small fixes for FillLand (use all the array)
- Fixes for world geometry, get rid of one variable
- Added missed in previous commit files
- New test map
begin
X:= X + dX;
Y:= Y + dY;
tx:= round(X);
ty:= round(Y);
if ((ty and $FFFFFC00) = 0) and ((tx and $FFFFF800) = 0)and (Land[ty, tx] = $FFFFFF) then
case LandSurface.format.BytesPerPixel of
1: ;
2: PWord(p + LandSurface.pitch * ty + tx * 2)^:= cExplosionBorderColor;
3: begin
PByte(p + LandSurface.pitch * ty + tx * 3 + 0)^:= cExplosionBorderColor and $FF;
PByte(p + LandSurface.pitch * ty + tx * 3 + 1)^:= (cExplosionBorderColor shr 8) and $FF;
PByte(p + LandSurface.pitch * ty + tx * 3 + 2)^:= (cExplosionBorderColor shr 16);
end;
4: PLongword(p + LandSurface.pitch * ty + tx * 4)^:= cExplosionBorderColor;
end
end;