hedgewars/uAIActions.pas
author nemo
Tue, 30 Mar 2010 13:33:01 +0000
changeset 3173 909b28b1b61a
parent 3165 3ec07a7d8456
child 3236 4ab3917d7d44
permissions -rw-r--r--
This map has always been broken. This variant makes it slightly less broken (although something changed on the ceiling might prevent hiding on pixels on the slope). What will finally fix it is either moving nets closer together or adding angle bounce to hedgehogs or some other layout that prevents hiding.
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(*
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 * Hedgewars, a free turn based strategy game
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 * Copyright (c) 2005-2008 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 uGears, uFloat;
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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 uMisc, uTeams, uConsts, uConsole, uAIMisc, uAI, uAmmos;
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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.