equal
deleted
inserted
replaced
136 begin |
136 begin |
137 if (Ammo^[i, t].AmmoType <> amNothing) then |
137 if (Ammo^[i, t].AmmoType <> amNothing) then |
138 begin |
138 begin |
139 l:= Ammoz[Ammo^[i, t].AmmoType].SkipTurns - CurrentTeam^.Clan^.TurnNumber; |
139 l:= Ammoz[Ammo^[i, t].AmmoType].SkipTurns - CurrentTeam^.Clan^.TurnNumber; |
140 |
140 |
141 if (TrainingFlags and tfIgnoreDelays) <> 0 then l:= -1; |
|
142 |
|
143 if l >= 0 then |
141 if l >= 0 then |
144 begin |
142 begin |
145 DrawSprite(sprAMAmmosBW, x + g * 33 + 35, y + 1, LongInt(Ammo^[i, t].AmmoType)-1); |
143 DrawSprite(sprAMAmmosBW, x + g * 33 + 35, y + 1, LongInt(Ammo^[i, t].AmmoType)-1); |
146 DrawSprite(sprTurnsLeft, x + g * 33 + 51, y + 17, l); |
144 DrawSprite(sprTurnsLeft, x + g * 33 + 51, y + 17, l); |
147 end else |
145 end else |
168 DrawTexture(cScreenWidth div 2 - 200 + AMxShift, cScreenHeight - 68, Ammoz[Ammo^[Slot, Pos].AmmoType].NameTex); |
166 DrawTexture(cScreenWidth div 2 - 200 + AMxShift, cScreenHeight - 68, Ammoz[Ammo^[Slot, Pos].AmmoType].NameTex); |
169 |
167 |
170 if Ammo^[Slot, Pos].Count < AMMO_INFINITE then |
168 if Ammo^[Slot, Pos].Count < AMMO_INFINITE then |
171 DrawTexture(cScreenWidth div 2 + AMxShift - 35, cScreenHeight - 68, CountTexz[Ammo^[Slot, Pos].Count]); |
169 DrawTexture(cScreenWidth div 2 + AMxShift - 35, cScreenHeight - 68, CountTexz[Ammo^[Slot, Pos].Count]); |
172 |
170 |
173 if bSelected and (((TrainingFlags and tfIgnoreDelays) <> 0) or (Ammoz[Ammo^[Slot, Pos].AmmoType].SkipTurns - CurrentTeam^.Clan^.TurnNumber < 0)) then |
171 if bSelected and (Ammoz[Ammo^[Slot, Pos].AmmoType].SkipTurns - CurrentTeam^.Clan^.TurnNumber < 0) then |
174 begin |
172 begin |
175 bShowAmmoMenu:= false; |
173 bShowAmmoMenu:= false; |
176 SetWeapon(Ammo^[Slot, Pos].AmmoType); |
174 SetWeapon(Ammo^[Slot, Pos].AmmoType); |
177 bSelected:= false; |
175 bSelected:= false; |
178 exit |
176 exit |