430 amSel:= Ammo^[Slot, Pos].AmmoType; |
430 amSel:= Ammo^[Slot, Pos].AmmoType; |
431 RenderWeaponTooltip(amSel) |
431 RenderWeaponTooltip(amSel) |
432 end; |
432 end; |
433 |
433 |
434 {$IFDEF MOBILE} |
434 {$IFDEF MOBILE} |
435 DrawTexture(cScreenWidth div 2 - (AMShiftTarget - 10) + AMShift, AMyOffset - 25, Ammoz[Ammo^[Slot, Pos].AmmoType].NameTex); |
435 DrawTexture(AMxOffset - ((SlotsNum * AMSlotSize) shr 1) + (AMSlotSize shr 1), cScreenHeight - AMShiftTarget + AMShift - (AMSlotSize shr 1), Ammoz[Ammo^[Slot, Pos].AmmoType].NameTex); |
436 if Ammo^[Slot, Pos].Count < AMMO_INFINITE then |
436 if Ammo^[Slot, Pos].Count < AMMO_INFINITE then |
437 DrawTexture(cScreenWidth div 2 - (AMShiftTarget - 10) + 163, AMyOffset - 25, CountTexz[Ammo^[Slot, Pos].Count]); |
437 DrawTexture(AMxOffset - ((SlotsNum * AMSlotSize) shr 1) + Ammoz[Ammo^[Slot, Pos].AmmoType].NameTex^.w + 25, cScreenHeight - AMShiftTarget + AMShift - (AMSlotSize shr 1), CountTexz[Ammo^[Slot, Pos].Count]); |
438 {$ELSE} |
438 {$ELSE} |
439 DrawTexture(cScreenWidth div 2 - (AMShiftTarget - 10) + AMShift, cScreenHeight - AMyOffset - 25, Ammoz[Ammo^[Slot, Pos].AmmoType].NameTex); |
439 DrawTexture(cScreenWidth div 2 - (AMShiftTarget - 10) + AMShift, cScreenHeight - AMyOffset - 25, Ammoz[Ammo^[Slot, Pos].AmmoType].NameTex); |
440 if Ammo^[Slot, Pos].Count < AMMO_INFINITE then |
440 if Ammo^[Slot, Pos].Count < AMMO_INFINITE then |
441 DrawTexture(cScreenWidth div 2 + AMxOffset - 45, cScreenHeight - AMyOffset - 25, CountTexz[Ammo^[Slot, Pos].Count]); |
441 DrawTexture(cScreenWidth div 2 + AMxOffset - 45, cScreenHeight - AMyOffset - 25, CountTexz[Ammo^[Slot, Pos].Count]); |
442 {$ENDIF} |
442 {$ENDIF} |