equal
deleted
inserted
replaced
123 // check whether there is ammo in slot |
123 // check whether there is ammo in slot |
124 while (ammoidx >= 0) and (i <= cMaxSlotAmmoIndex) and |
124 while (ammoidx >= 0) and (i <= cMaxSlotAmmoIndex) and |
125 ((Ammo^[slot, i].Count = 0) or (Team^.Clan^.TurnNumber <= Ammoz[Ammo^[slot, i].AmmoType].SkipTurns) or (Ammo^[slot, i].AmmoType = amNothing)) |
125 ((Ammo^[slot, i].Count = 0) or (Team^.Clan^.TurnNumber <= Ammoz[Ammo^[slot, i].AmmoType].SkipTurns) or (Ammo^[slot, i].AmmoType = amNothing)) |
126 do inc(i, ammochangedir); |
126 do inc(i, ammochangedir); |
127 |
127 |
128 if (i >= 0) and (i <= cMaxSlotAmmoIndex) then |
128 if (i <= cMaxSlotAmmoIndex) then |
129 ammoidx:= i |
129 ammoidx:= i |
130 else ammoidx:= -1 |
130 else ammoidx:= -1 |
131 end; |
131 end; |
132 if ammoidx >= 0 then |
132 if ammoidx >= 0 then |
133 CurAmmoType:= Ammo^[slot, ammoidx].AmmoType; |
133 CurAmmoType:= Ammo^[slot, ammoidx].AmmoType; |