hedgewars/uGearsRender.pas
changeset 5136 948da1e50205
parent 5041 3dc6ad20cbfe
child 5137 b6140f35735f
equal deleted inserted replaced
5134:97827ad5c904 5136:948da1e50205
   257         end else
   257         end else
   258 
   258 
   259     if (Gear^.State and gstHHDriven) <> 0 then
   259     if (Gear^.State and gstHHDriven) <> 0 then
   260         begin
   260         begin
   261         if ((Gear^.State and gstHHThinking) = 0) and
   261         if ((Gear^.State and gstHHThinking) = 0) and
   262         ShowCrosshair and
   262 /// If current ammo is active, and current ammo has alt attack and uses a crosshair  (rope, basically, right now, with no crosshair for parachute/saucer
       
   263             (((CurAmmoGear <> nil) and ((Ammoz[CurAmmoGear^.AmmoType].Ammo.Propz and ammoprop_AltAttack) <> 0) and
       
   264              ((Ammoz[CurAmmoGear^.AmmoType].Ammo.Propz and ammoprop_NoCrossHair) = 0)) or
       
   265 /// If no current ammo is active, and the selected ammo uses a crosshair
       
   266              (CurAmmoGear = nil) and ((Ammoz[HH^.CurAmmoType].Ammo.Propz and ammoprop_NoCrosshair) = 0)) and
   263         ((Gear^.State and gstAnimation) = 0) then
   267         ((Gear^.State and gstAnimation) = 0) then
   264             begin
   268             begin
   265     (* These calculations are a little complex for a few reasons:
   269     (* These calculations are a little complex for a few reasons:
   266     1: I need to draw the laser from weapon origin to nearest land
   270     1: I need to draw the laser from weapon origin to nearest land
   267     2: I need to start the beam outside the hedgie for attractiveness.
   271     2: I need to start the beam outside the hedgie for attractiveness.