equal
deleted
inserted
replaced
121 dec(y); |
121 dec(y); |
122 DrawSprite(sprAMBorders, x, y, 1); |
122 DrawSprite(sprAMBorders, x, y, 1); |
123 dec(y, 33); |
123 dec(y, 33); |
124 DrawSprite(sprAMSlotName, x, y, 0); |
124 DrawSprite(sprAMSlotName, x, y, 0); |
125 for i:= cMaxSlotIndex downto 0 do |
125 for i:= cMaxSlotIndex downto 0 do |
126 if Ammo^[i, 0].Count > 0 then |
126 if (Ammo^[i, 0].Count > 0) and (Ammo^[i, 0].AmmoType <> amNothing) then |
127 begin |
127 begin |
128 if (cScreenHeight - CursorPoint.Y >= y - 33) and (cScreenHeight - CursorPoint.Y < y) then Slot:= i; |
128 if (cScreenHeight - CursorPoint.Y >= y - 33) and (cScreenHeight - CursorPoint.Y < y) then Slot:= i; |
129 dec(y, 33); |
129 dec(y, 33); |
130 inc(SlotsNum); |
130 inc(SlotsNum); |
131 DrawSprite(sprAMSlot, x, y, 0); |
131 DrawSprite(sprAMSlot, x, y, 0); |
135 begin |
135 begin |
136 l:= Ammoz[Ammo^[i, t].AmmoType].SkipTurns - CurrentTeam^.Clan^.TurnNumber; |
136 l:= Ammoz[Ammo^[i, t].AmmoType].SkipTurns - CurrentTeam^.Clan^.TurnNumber; |
137 |
137 |
138 if l >= 0 then |
138 if l >= 0 then |
139 begin |
139 begin |
140 DrawSprite(sprAMAmmosBW, x + t * 33 + 35, y + 1, LongInt(Ammo^[i, t].AmmoType)); |
140 DrawSprite(sprAMAmmosBW, x + t * 33 + 35, y + 1, LongInt(Ammo^[i, t].AmmoType)-1); |
141 DrawSprite(sprTurnsLeft, x + t * 33 + 51, y + 17, l); |
141 DrawSprite(sprTurnsLeft, x + t * 33 + 51, y + 17, l); |
142 end else |
142 end else |
143 DrawSprite(sprAMAmmos, x + t * 33 + 35, y + 1, LongInt(Ammo^[i, t].AmmoType)); |
143 DrawSprite(sprAMAmmos, x + t * 33 + 35, y + 1, LongInt(Ammo^[i, t].AmmoType)-1); |
144 |
144 |
145 if (Slot = i) |
145 if (Slot = i) |
146 and (CursorPoint.X >= x + t * 33 + 35) |
146 and (CursorPoint.X >= x + t * 33 + 35) |
147 and (CursorPoint.X < x + t * 33 + 68) then |
147 and (CursorPoint.X < x + t * 33 + 68) then |
148 begin |
148 begin |
154 end; |
154 end; |
155 dec(y, 1); |
155 dec(y, 1); |
156 DrawSprite(sprAMBorders, x, y, 0); |
156 DrawSprite(sprAMBorders, x, y, 0); |
157 |
157 |
158 if (Pos >= 0) then |
158 if (Pos >= 0) then |
159 if Ammo^[Slot, Pos].Count > 0 then |
159 if (Ammo^[Slot, Pos].Count > 0) and (Ammo^[Slot, Pos].AmmoType <> amNothing) then |
160 begin |
160 begin |
161 DrawTexture(cScreenWidth div 2 - 200 + AMxShift, cScreenHeight - 68, Ammoz[Ammo^[Slot, Pos].AmmoType].NameTex); |
161 DrawTexture(cScreenWidth div 2 - 200 + AMxShift, cScreenHeight - 68, Ammoz[Ammo^[Slot, Pos].AmmoType].NameTex); |
162 |
162 |
163 if Ammo^[Slot, Pos].Count < AMMO_INFINITE then |
163 if Ammo^[Slot, Pos].Count < AMMO_INFINITE then |
164 DrawTexture(cScreenWidth div 2 + AMxShift - 35, cScreenHeight - 68, CountTexz[Ammo^[Slot, Pos].Count]); |
164 DrawTexture(cScreenWidth div 2 + AMxShift - 35, cScreenHeight - 68, CountTexz[Ammo^[Slot, Pos].Count]); |