equal
deleted
inserted
replaced
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) = 0) and |
262 (ShowCrosshair or ((CurAmmoGear <> nil) and (CurAmmoGear^.Kind = gtRope))) and |
262 ShowCrosshair and |
263 ((Gear^.State and (gstAttacked or gstAnimation)) = 0) then |
263 ((Gear^.State and gstAnimation) = 0) then |
264 begin |
264 begin |
265 (* These calculations are a little complex for a few reasons: |
265 (* These calculations are a little complex for a few reasons: |
266 1: I need to draw the laser from weapon origin to nearest land |
266 1: I need to draw the laser from weapon origin to nearest land |
267 2: I need to start the beam outside the hedgie for attractiveness. |
267 2: I need to start the beam outside the hedgie for attractiveness. |
268 3: I need to extend the beam beyond land. |
268 3: I need to extend the beam beyond land. |