256 defaultPos:= false |
256 defaultPos:= false |
257 end else |
257 end else |
258 |
258 |
259 if (Gear^.State and gstHHDriven) <> 0 then |
259 if (Gear^.State and gstHHDriven) <> 0 then |
260 begin |
260 begin |
261 if ((Gear^.State and gstHHThinking) = 0) and |
261 if ((Gear^.State and (gstHHThinking or gstAnimation)) = 0) and |
262 /// If current ammo is active, and current ammo has alt attack and uses a crosshair (rope, basically, right now, with no crosshair for parachute/saucer |
262 /// If current ammo is active, and current ammo has alt attack and uses a crosshair (rope, basically, right now, with no crosshair for parachute/saucer |
263 (((CurAmmoGear <> nil) and ((Ammoz[CurAmmoGear^.AmmoType].Ammo.Propz and ammoprop_AltAttack) <> 0) and |
263 (((CurAmmoGear <> nil) and //((Ammoz[CurAmmoGear^.AmmoType].Ammo.Propz and ammoprop_AltAttack) <> 0) and |
264 ((Ammoz[CurAmmoGear^.AmmoType].Ammo.Propz and ammoprop_NoCrossHair) = 0)) or |
264 ((Ammoz[CurAmmoGear^.AmmoType].Ammo.Propz and ammoprop_NoCrossHair) = 0)) or |
265 /// If no current ammo is active, and the selected ammo uses a crosshair |
265 /// If no current ammo is active, and the selected ammo uses a crosshair |
266 (CurAmmoGear = nil) and ((Ammoz[HH^.CurAmmoType].Ammo.Propz and ammoprop_NoCrosshair) = 0)) and |
266 ((CurAmmoGear = nil) and ((Ammoz[HH^.CurAmmoType].Ammo.Propz and ammoprop_NoCrosshair) = 0) and ((Gear^.State and gstAttacked) = 0))) then |
267 ((Gear^.State and gstAnimation) = 0) then |
|
268 begin |
267 begin |
269 (* These calculations are a little complex for a few reasons: |
268 (* These calculations are a little complex for a few reasons: |
270 1: I need to draw the laser from weapon origin to nearest land |
269 1: I need to draw the laser from weapon origin to nearest land |
271 2: I need to start the beam outside the hedgie for attractiveness. |
270 2: I need to start the beam outside the hedgie for attractiveness. |
272 3: I need to extend the beam beyond land. |
271 3: I need to extend the beam beyond land. |