130 DrawSprite(sprAMBorders, x, y, 0); |
130 DrawSprite(sprAMBorders, x, y, 0); |
131 |
131 |
132 if (Pos >= 0) then |
132 if (Pos >= 0) then |
133 if Ammo^[Slot, Pos].Count > 0 then |
133 if Ammo^[Slot, Pos].Count > 0 then |
134 begin |
134 begin |
135 DXOutText(AMxCurr + 10, cScreenHeight - 68, fnt16, trAmmo[Ammoz[Ammo^[Slot, Pos].AmmoType].NameId], Surface); |
135 //DXOutText(AMxCurr + 10, cScreenHeight - 68, fnt16, trAmmo[Ammoz[Ammo^[Slot, Pos].AmmoType].NameId], Surface); |
136 if Ammo^[Slot, Pos].Count < 10 then |
136 if Ammo^[Slot, Pos].Count < 10 then |
137 DXOutText(AMxCurr + 175, cScreenHeight - 68, fnt16, chr(Ammo^[Slot, Pos].Count + 48) + 'x', Surface); |
137 //DXOutText(AMxCurr + 175, cScreenHeight - 68, fnt16, chr(Ammo^[Slot, Pos].Count + 48) + 'x', Surface); |
138 if bSelected then |
138 if bSelected then |
139 begin |
139 begin |
140 bShowAmmoMenu:= false; |
140 bShowAmmoMenu:= false; |
141 SetWeapon(Ammo^[Slot, Pos].AmmoType); |
141 SetWeapon(Ammo^[Slot, Pos].AmmoType); |
142 bSelected:= false; |
142 bSelected:= false; |