hedgewars/PascalExports.pas
author koda
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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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{$INCLUDE "options.inc"}
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unit PascalExports;
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interface
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uses uTypes, uConsts, uVariables, GLunit, uKeys, uChat, uSound, uAmmos, uUtils,
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     uCommands, uMobile;
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{$INCLUDE "config.inc"}
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implementation
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{$IFDEF HWLIBRARY}
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var cZoomVal: GLfloat;
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    previousGameState: TGameState;
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// retrieve protocol information
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procedure HW_versionInfo(netProto: PLongInt; versionStr: PPChar); cdecl; export;
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begin
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    netProto^:= cNetProtoVersion;
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    versionStr^:= cVersionString;
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end;
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// emulate mouse/keyboard input
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procedure HW_click; cdecl; export;
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begin
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    leftClick:= true;
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end;
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procedure HW_ammoMenu; cdecl; export;
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begin
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    rightClick:= true;
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end;
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procedure HW_zoomSet(value: GLfloat); cdecl; export;
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begin
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    cZoomVal:= value;
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    ZoomValue:= value;
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end;
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procedure HW_zoomIn; cdecl; export;
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begin
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    if wheelDown = false then
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        wheelUp:= true;
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end;
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procedure HW_zoomOut; cdecl; export;
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begin
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    if wheelUp = false then
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        wheelDown:= true;
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end;
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procedure HW_zoomReset; cdecl; export;
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begin
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    ZoomValue:= cZoomVal;
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    //middleClick:= true;
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    // center the camera at current hog
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    if CurrentHedgehog <> nil then
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        followGear:= CurrentHedgehog^.Gear;
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end;
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function HW_zoomFactor: GLfloat; cdecl; export;
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begin
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    exit( ZoomValue / cDefaultZoomLevel );
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end;
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function HW_zoomLevel: LongInt; cdecl; export;
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begin
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    exit( trunc((ZoomValue - cDefaultZoomLevel) / cZoomDelta) );
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end;
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procedure HW_walkingKeysUp; cdecl; export;
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begin
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    leftKey:= false;
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    rightKey:= false;
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    upKey:= false;
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    downKey:= false;
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    preciseKey:= false;
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end;
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procedure HW_otherKeysUp; cdecl; export;
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begin
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    spaceKey:= false;
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    enterKey:= false;
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    backspaceKey:= false;
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end;
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procedure HW_allKeysUp; cdecl; export;
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begin
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    // set all keys to released
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    uKeys.initModule;
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end;
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procedure HW_walkLeft; cdecl; export;
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begin
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    leftKey:= true;
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end;
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procedure HW_walkRight; cdecl; export;
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begin
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    rightKey:= true;
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end;
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procedure HW_preciseSet(status:boolean); cdecl; export;
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begin
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    preciseKey:= status;
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end;
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procedure HW_aimUp; cdecl; export;
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begin
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    upKey:= true;
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end;
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procedure HW_aimDown; cdecl; export;
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begin
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    downKey:= true;
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end;
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procedure HW_shoot; cdecl; export;
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begin
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    spaceKey:= true;
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end;
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procedure HW_jump; cdecl; export;
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begin
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    enterKey:= true;
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end;
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procedure HW_backjump; cdecl; export;
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begin
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    backspaceKey:= true;
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end;
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procedure HW_tab; cdecl; export;
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begin
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    tabKey:= true;
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end;
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procedure HW_chat; cdecl; export;
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begin
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    chatAction:= true;
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end;
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procedure HW_chatEnd; cdecl; export;
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begin
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    KeyPressChat(27); // esc - cleans buffer
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    KeyPressChat(13); // enter - removes chat
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end;
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procedure HW_screenshot; cdecl; export;
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begin
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    flagMakeCapture:= true;
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end;
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procedure HW_pause; cdecl; export;
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begin
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    if isPaused = false then
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        pauseAction:= true;
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end;
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procedure HW_pauseToggle; cdecl; export;
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begin
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    pauseAction:= true;
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end;
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function HW_isPaused: boolean; cdecl; export;
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begin
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    exit( isPaused );
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end;
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procedure HW_suspend; cdecl; export;
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begin
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    previousGameState:= GameState;
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    GameState:= gsSuspend;
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end;
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procedure HW_resume; cdecl; export;
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begin
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    GameState:= previousGameState;
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end;
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// equivalent to esc+y; when closeFrontend = true the game exits after memory cleanup
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procedure HW_terminate(closeFrontend: boolean); cdecl; export;
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begin
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    {$IFDEF IPHONEOS}setGameRunning(false);{$ENDIF}
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    alsoShutdownFrontend:= closeFrontend;
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    ParseCommand('forcequit', true);
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end;
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function HW_getSDLWindow: pointer; cdecl; export;
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begin
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{$IFDEF SDL13}
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    exit( SDLwindow );
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{$ELSE}
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    exit( nil );
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{$ENDIF}
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end;
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// cursor handling
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procedure HW_setCursor(x,y: LongInt); cdecl; export;
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begin
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    CursorPoint.X:= x;
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    CursorPoint.Y:= y;
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end;
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procedure HW_getCursor(x,y: PLongInt); cdecl; export;
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begin
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    x^:= CursorPoint.X;
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    y^:= CursorPoint.Y;
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end;
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// ammo menu related functions
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function HW_isAmmoMenuOpen: boolean; cdecl; export;
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begin
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    exit( bShowAmmoMenu );
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end;
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function HW_isAmmoMenuNotAllowed: boolean; cdecl; export;
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begin;
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    exit ( (TurnTimeLeft = 0) or (not CurrentTeam^.ExtDriven and (((CurAmmoGear = nil) or
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           ((Ammoz[CurAmmoGear^.AmmoType].Ammo.Propz and ammoprop_AltAttack) = 0)) and hideAmmoMenu)) );
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end;
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function HW_isWeaponRequiringClick: boolean; cdecl; export;
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begin
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    if (CurrentHedgehog <> nil) and (CurrentHedgehog^.Gear <> nil) and (CurrentHedgehog^.BotLevel = 0) then
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        exit( (CurrentHedgehog^.Gear^.State and gstHHChooseTarget) <> 0 )
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    else
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        exit(false);
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end;
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function HW_isWeaponTimerable: boolean; cdecl; export;
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begin
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    if (CurrentHedgehog <> nil) and (CurrentHedgehog^.Ammo <> nil) and (CurrentHedgehog^.BotLevel = 0) then
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        exit( (Ammoz[CurrentHedgehog^.CurAmmoType].Ammo.Propz and ammoprop_Timerable) <> 0)
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    else
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        exit(false);
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end;
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function HW_isWeaponSwitch: boolean cdecl; export;
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begin
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    if (CurAmmoGear <> nil) and (CurrentHedgehog^.BotLevel = 0) then
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        exit(CurAmmoGear^.AmmoType = amSwitch)
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    else
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        exit(false)
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end;
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function HW_isWeaponRope: boolean cdecl; export;
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begin
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    if (CurrentHedgehog <> nil) and (CurrentHedgehog^.Ammo <> nil) and (CurrentHedgehog^.BotLevel = 0) then
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        exit (CurrentHedgehog^.CurAmmoType = amRope)
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    else
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        exit(false);
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end;
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procedure HW_setGrenadeTime(time: LongInt); cdecl; export;
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begin
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    ParseCommand('/timer ' + inttostr(time), true);
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end;
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procedure HW_setPianoSound(snd: LongInt); cdecl; export;
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begin
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    // this most likely won't work in network game
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    if (CurrentHedgehog <> nil) and (CurrentHedgehog^.Ammo <> nil) and (CurrentHedgehog^.BotLevel = 0)
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       and (CurrentHedgehog^.CurAmmoType = amPiano) then
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        case snd of
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            0: PlaySound(sndPiano0);
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            1: PlaySound(sndPiano1);
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            2: PlaySound(sndPiano2);
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            3: PlaySound(sndPiano3);
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            4: PlaySound(sndPiano4);
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            5: PlaySound(sndPiano5);
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            6: PlaySound(sndPiano6);
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            7: PlaySound(sndPiano7);
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            else PlaySound(sndPiano8);
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        end;
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end;
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function HW_getWeaponNameByIndex(whichone: LongInt): PChar; cdecl; export;
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begin
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    exit (str2pchar(trammo[Ammoz[TAmmoType(whichone+1)].NameId]));
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end;
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function HW_getWeaponCaptionByIndex(whichone: LongInt): PChar; cdecl; export;
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begin
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    exit (str2pchar(trammoc[Ammoz[TAmmoType(whichone+1)].NameId]));
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end;
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function HW_getWeaponDescriptionByIndex(whichone: LongInt): PChar; cdecl; export;
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begin
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    exit (str2pchar(trammod[Ammoz[TAmmoType(whichone+1)].NameId]));
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end;
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function HW_getNumberOfWeapons:LongInt; cdecl; export;
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begin
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    exit(ord(high(TAmmoType)));
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end;
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procedure HW_setWeapon(whichone: LongInt); cdecl; export;
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begin
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    if (not CurrentTeam^.ExtDriven) and (CurrentTeam^.Hedgehogs[0].BotLevel = 0) then
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        SetWeapon(TAmmoType(whichone+1));
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end;
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function HW_isWeaponAnEffect(whichone: LongInt): boolean; cdecl; export;
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begin
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    exit(Ammoz[TAmmoType(whichone+1)].Ammo.Propz and ammoprop_Effect <> 0)
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end;
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function HW_getAmmoCounts(counts: PLongInt): LongInt; cdecl; export;
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var a : PHHAmmo;
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    slot, index: LongInt;
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begin
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    if (CurrentTeam = nil) or
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       (CurrentHedgehog = nil) or
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       (CurrentTeam^.ExtDriven) or
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       (CurrentTeam^.Hedgehogs[0].BotLevel <> 0) then
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        exit(-1);
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    a:= CurrentHedgehog^.Ammo;
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    for slot:= 0 to cMaxSlotIndex do
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        for index:= 0 to cMaxSlotAmmoIndex do
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            if a^[slot,index].Count <> 0 then // yes, ammomenu is hell
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                counts[ord(a^[slot,index].AmmoType)-1]:= a^[slot,index].Count;
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    exit(0);
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end;
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procedure HW_getAmmoDelays (skipTurns: PByte); cdecl; export;
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var a : TAmmoType;
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begin
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    for a:= Low(TAmmoType) to High(TAmmoType) do
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        skipTurns[ord(a)-1]:= byte(Ammoz[a].SkipTurns);
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end;
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function HW_getTurnsForCurrentTeam: LongInt; cdecl; export;
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begin
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    exit(CurrentTeam^.Clan^.TurnNumber);
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end;
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function HW_getMaxNumberOfHogs: LongInt; cdecl; export;
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begin
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    exit(cMaxHHIndex+1);
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end;
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function HW_getMaxNumberOfTeams: LongInt; cdecl; export;
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begin
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    exit(cMaxTeams);
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end;
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{$ENDIF}
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end.
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