diff --git a/src/game/g_player.pas b/src/game/g_player.pas
index bb9b4149dca2a8bfcc677691bf985814fbb1b4ca..a8ddec74f3634655089671cf4a1ed81cbb018f4f 100644 (file)
--- a/src/game/g_player.pas
+++ b/src/game/g_player.pas
procedure Draw();
procedure SaveState(var Mem: TBinMemoryWriter);
procedure LoadState(var Mem: TBinMemoryReader);
-
+
property Obj: TObj read FObj;
property State: Byte read FState;
property Mess: Boolean read FMess;
begin
if (gShells = nil) or (Length(gShells) = 0) then
Exit;
-
+
with gShells[CurrentShell] do
begin
SpriteID := 0;
else
g_Sound_PlayExAt('SOUND_PLAYER_SHELL' + IntToStr(k), X, Y);
end;
-
+
begin
// Êóñêè ìÿñà:
if gGibs <> nil then
Obj.Vel.X := -(vel.X div 2);
if WordBool(mr and (MOVE_HITCEIL or MOVE_HITLAND)) then
Obj.Vel.Y := -(vel.Y div 2);
-
+
if (Obj.Vel.X >= 0) then
begin // Clockwise
RAngle := RAngle + Abs(Obj.Vel.X)*6 + Abs(Obj.Vel.Y);
SetLength(gShells, MaxGibs);
CurrentGib := 0;
CurrentShell := 0;
-
+
if gCorpses <> nil then
for i := 0 to High(gCorpses) do
gCorpses[i].Free();
if gTime mod (GAME_TICK*2) <> 0 then
begin
g_Obj_Move(@FObj, True, True, True);
-
+
Exit;
end;
else
begin
EnableAI := True;
-
+
// Ïðîâåðÿåì, îòêëþ÷¸í ëè AI áîòîâ
if (g_debug_BotAIOff = 1) and (Team = TEAM_RED) then
EnableAI := False;
procedure TBot.SelectWeapon(Dist: Integer);
var
a: Integer;
-
+
function HaveAmmo(weapon: Byte): Boolean;
begin
case weapon of