hedgewars/uAIActions.pas
author Zorg <zorgiepoo@gmail.com>
Wed, 08 Jun 2011 03:36:54 -0400
changeset 5229 148d581b17ab
parent 4976 088d40d8aba2
child 5419 2fed5e26ff7d
permissions -rw-r--r--
Attempt to fix issue #125. The password pop-up doesn't appear every time when going into the official server anymore, now it only does it when the password is blank. If a user enters an invalid password, the password is set blank to avoid the user going back to the official server just to be rejected. When entering an invalid password, the unknown error dialog doesn't show up anymore, but the connection lost to server one still does. This fixes the bug where the user would be spammed with error messages. The user can also now change his password in the settings page.
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(*
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 * Hedgewars, a free turn based strategy game
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 * Copyright (c) 2004-2011 Andrey Korotaev <unC0Rr@gmail.com>
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 *
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 * This program is free software; you can redistribute it and/or modify
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 * it under the terms of the GNU General Public License as published by
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 * the Free Software Foundation; version 2 of the License
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 *
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 * This program is distributed in the hope that it will be useful,
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 * but WITHOUT ANY WARRANTY; without even the implied warranty of
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 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
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 * GNU General Public License for more details.
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 *
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 * You should have received a copy of the GNU General Public License
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 * along with this program; if not, write to the Free Software
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 * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA
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 *)
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{$INCLUDE "options.inc"}
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unit uAIActions;
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interface
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uses uFloat, uTypes;
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const MAXACTIONS     = 96;
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      aia_none       = 0;
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      aia_Left       = 1;
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      aia_Right      = 2;
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      aia_Timer      = 3;
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      aia_attack     = 4;
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      aia_Up         = 5;
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      aia_Down       = 6;
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      aia_Weapon     = $8000;
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      aia_WaitXL     = $8001;
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      aia_WaitXR     = $8002;
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      aia_LookLeft   = $8003;
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      aia_LookRight  = $8004;
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      aia_AwareExpl  = $8005;
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      aia_HJump      = $8006;
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      aia_LJump      = $8007;
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      aia_Skip       = $8008;
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      aia_Wait       = $8009;
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      aia_Put        = $800A;
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      aim_push       = $8000;
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      aim_release    = $8001;
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      ai_specmask    = $8000;
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type TAction = record
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               Action: Longword;
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               X, Y, Param: LongInt;
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               Time: Longword;
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               end;
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     TActions = record
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                Count, Pos: Longword;
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                actions: array[0..Pred(MAXACTIONS)] of TAction;
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                Score: LongInt;
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                end;
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procedure AddAction(var Actions: TActions; Action: Longword; Param: LongInt; TimeDelta: Longword; X, Y: LongInt);
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procedure ProcessAction(var Actions: TActions; Me: PGear);
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implementation
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uses uAIMisc, uAI, uAmmos, uVariables, uCommands, uUtils, uDebug, uIO;
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const ActionIdToStr: array[0..6] of string[16] = (
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{aia_none}           '',
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{aia_Left}           'left',
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{aia_Right}          'right',
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{aia_Timer}          'timer',
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{aia_attack}         'attack',
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{aia_Up}             'up',
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{aia_Down}           'down'
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                     );
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{$IFDEF TRACEAIACTIONS}
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const SpecActionIdToStr: array[$8000..$8009] of string[16] = (
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{aia_Weapon}             'aia_Weapon',
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{aia_WaitX}              'aia_WaitX',
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{aia_WaitY}              'aia_WaitY',
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{aia_LookLeft}           'aia_LookLeft',
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{aia_LookRight}          'aia_LookRight',
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{aia_AwareExpl}          'aia_AwareExpl',
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{aia_HJump}              'aia_HJump',
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{aia_LJump}              'aia_LJump',
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{aia_Skip}               'aia_Skip',
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{aia_Wait}               'aia_Wait'
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);
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procedure DumpAction(Action: TAction; Me: PGear);
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begin
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if (Action.Action and ai_specmask) = 0 then
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   WriteLnToConsole('AI action: '+ActionIdToStr[Action.Action])
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else begin
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   WriteLnToConsole('AI action: '+SpecActionIdToStr[Action.Action]);
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   if (Action.Action = aia_WaitXL) or (Action.Action = aia_WaitXR) then
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      WriteLnToConsole('AI action Wait X = '+IntToStr(Action.Param)+', current X = '+IntToStr(hwRound(Me^.X)))
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   else if (Action.Action = aia_AwareExpl) then WriteLnToConsole('Aware X = ' + IntToStr(Action.X) + ', Y = ' + IntToStr(Action.Y));
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   end
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end;
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{$ENDIF}
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procedure AddAction(var Actions: TActions; Action: Longword; Param: LongInt; TimeDelta: Longword; X, Y: LongInt);
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begin
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with Actions do
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     begin
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     actions[Count].Action:= Action;
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     actions[Count].Param:= Param;
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     actions[Count].X:= X;
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     actions[Count].Y:= Y;
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     if Count > 0 then actions[Count].Time:= TimeDelta
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                  else actions[Count].Time:= GameTicks + TimeDelta;
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     inc(Count);
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     TryDo(Count < MAXACTIONS, 'AI: actions overflow', true);
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     end
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end;
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procedure ProcessAction(var Actions: TActions; Me: PGear);
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var s: shortstring;
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    procedure CheckHang;
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    const PrevX: LongInt = 0;
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          timedelta: Longword = 0;
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    begin
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    if hwRound(Me^.X) <> PrevX then
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       begin
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       PrevX:= hwRound(Me^.X);
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       timedelta:= 0
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       end else
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       begin
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       inc(timedelta);
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       if timedelta > 1700 then
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          begin
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          timedelta:= 0;
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          FreeActionsList
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          end
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       end
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    end;
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begin
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repeat
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if Actions.Pos >= Actions.Count then exit;
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with Actions.actions[Actions.Pos] do
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     begin
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     if Time > GameTicks then exit;
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     {$IFDEF TRACEAIACTIONS}
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     DumpAction(Actions.actions[Actions.Pos], Me);
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     {$ENDIF}
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     if (Action and ai_specmask) <> 0 then
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        case Action of
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           aia_Weapon: SetWeapon(TAmmoType(Param));
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           aia_WaitXL: if hwRound(Me^.X) = Param then
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                          begin
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                          Action:= aia_LookLeft;
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                          Time:= GameTicks;
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                          exit
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                          end
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                          else if hwRound(Me^.X) < Param then
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                               begin
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                               OutError('AI: WaitXL assert (' + IntToStr(hwRound(Me^.X)) + ' < ' + IntToStr(Param) + ')', false);
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                               FreeActionsList;
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                               exit
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                               end
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                          else begin CheckHang; exit end;
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           aia_WaitXR: if hwRound(Me^.X) = Param then
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                          begin
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                          Action:= aia_LookRight;
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                          Time:= GameTicks;
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                          exit
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                          end
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                          else if hwRound(Me^.X) > Param then
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                               begin
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                               OutError('AI: WaitXR assert (' + IntToStr(hwRound(Me^.X)) + ' > ' + IntToStr(Param) + ')', false);
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                               FreeActionsList;
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                               exit
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                               end
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                          else begin CheckHang; exit end;
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         aia_LookLeft: if not Me^.dX.isNegative then
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                          begin
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                          ParseCommand('+left', true);
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                          exit
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                          end else ParseCommand('-left', true);
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        aia_LookRight: if Me^.dX.isNegative then
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                          begin
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                          ParseCommand('+right', true);
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                          exit
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                          end else ParseCommand('-right', true);
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        aia_AwareExpl: AwareOfExplosion(X, Y, Param);
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            aia_HJump: ParseCommand('hjump', true);
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            aia_LJump: ParseCommand('ljump', true);
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             aia_Skip: ParseCommand('skip', true);
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              aia_Put: doPut(X, Y, true);
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             end else
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        begin
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        s:= ActionIdToStr[Action];
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        if (Param and ai_specmask) <> 0 then
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           case Param of
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             aim_push: s:= '+' + s;
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          aim_release: s:= '-' + s;
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             end
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          else if Param <> 0 then s:= s + ' ' + IntToStr(Param);
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        ParseCommand(s, true)
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        end
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     end;
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inc(Actions.Pos);
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if Actions.Pos <= Actions.Count then
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   inc(Actions.actions[Actions.Pos].Time, GameTicks);
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until false
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end;
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end.