114 DrawSprite(sprAMSlot, x, y, 0); |
114 DrawSprite(sprAMSlot, x, y, 0); |
115 DrawSprite(sprAMSlotKeys, x + 2, y + 1, i); |
115 DrawSprite(sprAMSlotKeys, x + 2, y + 1, i); |
116 t:= 0; |
116 t:= 0; |
117 while (t <= cMaxSlotAmmoIndex) and (Ammo^[i, t].Count > 0) do |
117 while (t <= cMaxSlotAmmoIndex) and (Ammo^[i, t].Count > 0) do |
118 begin |
118 begin |
119 DrawSprite(sprAMAmmos, x + t * 33 + 35, y + 1, LongInt(Ammo^[i, t].AmmoType)); |
|
120 l:= Ammoz[Ammo^[i, t].AmmoType].SkipTurns - CurrentTeam^.Clan^.TurnNumber; |
119 l:= Ammoz[Ammo^[i, t].AmmoType].SkipTurns - CurrentTeam^.Clan^.TurnNumber; |
121 |
120 |
122 if l >= 0 then |
121 if l >= 0 then |
|
122 begin |
|
123 DrawSprite(sprAMAmmosBW, x + t * 33 + 35, y + 1, LongInt(Ammo^[i, t].AmmoType)); |
123 DrawSprite(sprTurnsLeft, x + t * 33 + 51, y + 17, l); |
124 DrawSprite(sprTurnsLeft, x + t * 33 + 51, y + 17, l); |
|
125 end else |
|
126 DrawSprite(sprAMAmmos, x + t * 33 + 35, y + 1, LongInt(Ammo^[i, t].AmmoType)); |
124 |
127 |
125 if (Slot = i) and (CursorPoint.X >= x + t * 33 + 35) and (CursorPoint.X < x + t * 33 + 68) then |
128 if (Slot = i) and (CursorPoint.X >= x + t * 33 + 35) and (CursorPoint.X < x + t * 33 + 68) then |
126 begin |
129 begin |
127 DrawSprite(sprAMSelection, x + t * 33 + 35, y + 1, 0); |
130 DrawSprite(sprAMSelection, x + t * 33 + 35, y + 1, 0); |
128 Pos:= t; |
131 Pos:= t; |