hedgewars/uWorld.pas
changeset 2434 5faa05d99241
parent 2428 6800f8aa0184
child 2447 08d623a494e6
equal deleted inserted replaced
2433:332287d62c81 2434:5faa05d99241
   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