equal
deleted
inserted
replaced
955 end else |
955 end else |
956 |
956 |
957 if (Gear^.State and gstHHDriven) <> 0 then |
957 if (Gear^.State and gstHHDriven) <> 0 then |
958 begin |
958 begin |
959 if ((Gear^.State and gstHHThinking) = 0) and |
959 if ((Gear^.State and gstHHThinking) = 0) and |
960 (ShowCrosshair or ((CurAmmoGear <> nil) and (CurAmmoGear^.Kind = gtRope))) and |
960 ShowCrosshair and |
961 ((Gear^.State and (gstAttacked or gstAnimation)) = 0) then |
961 ((Gear^.State and (gstAttacked or gstAnimation)) = 0) then |
962 begin |
962 begin |
963 (* These calculations are a little complex for a few reasons: |
963 (* These calculations are a little complex for a few reasons: |
964 1: I need to draw the laser from weapon origin to nearest land |
964 1: I need to draw the laser from weapon origin to nearest land |
965 2: I need to start the beam outside the hedgie for attractiveness. |
965 2: I need to start the beam outside the hedgie for attractiveness. |