equal
deleted
inserted
replaced
312 if (Gear^.State and gstHHDriven) <> 0 then |
312 if (Gear^.State and gstHHDriven) <> 0 then |
313 begin |
313 begin |
314 if ((Gear^.State and (gstHHThinking or gstAnimation)) = 0) and |
314 if ((Gear^.State and (gstHHThinking or gstAnimation)) = 0) and |
315 /// 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 |
315 /// 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 |
316 (((CurAmmoGear <> nil) and //((Ammoz[CurAmmoGear^.AmmoType].Ammo.Propz and ammoprop_AltAttack) <> 0) and |
316 (((CurAmmoGear <> nil) and //((Ammoz[CurAmmoGear^.AmmoType].Ammo.Propz and ammoprop_AltAttack) <> 0) and |
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317 // don't render crosshair/laser during kamikaze |
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318 ((CurAmmoGear^.AmmoType <> amKamikaze) or ((Gear^.State and gstAttacking) = 0)) and |
317 ((Ammoz[CurAmmoGear^.AmmoType].Ammo.Propz and ammoprop_NoCrossHair) = 0)) or |
319 ((Ammoz[CurAmmoGear^.AmmoType].Ammo.Propz and ammoprop_NoCrossHair) = 0)) or |
318 /// If no current ammo is active, and the selected ammo uses a crosshair |
320 /// If no current ammo is active, and the selected ammo uses a crosshair |
319 ((CurAmmoGear = nil) and ((Ammoz[HH^.CurAmmoType].Ammo.Propz and ammoprop_NoCrosshair) = 0) and ((Gear^.State and gstAttacked) = 0))) then |
321 ((CurAmmoGear = nil) and ((Ammoz[HH^.CurAmmoType].Ammo.Propz and ammoprop_NoCrosshair) = 0) and ((Gear^.State and gstAttacked) = 0))) then |
320 begin |
322 begin |
321 (* These calculations are a little complex for a few reasons: |
323 (* These calculations are a little complex for a few reasons: |